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gml_Object_obj_flowey_1_attack_7_soul_Step_0

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1
if live_call()
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    return global.live_result;
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if (image_alpha < 1)
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    image_alpha += 0.2
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switch scene
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{
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    case 0:
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        current_speed = lerp(current_speed, max_speed, 0.15)
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        y += ((sign(target_y - y)) * current_speed)
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        x += ((sign(target_x - x)) * current_speed)
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        if (abs(y - target_y) <= 2 && abs(x - target_x) < 2)
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        {
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            y = target_y
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            x = target_x
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            scene++
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        }
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        break
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    case 1:
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        audio_play_sound(snd_soul_gameover_hit, 1, 0)
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        sprite_index = spr_heart_white_split
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        image_index = 1
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        cutscene_advance()
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        break
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    case 2:
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        cutscene_wait(0.5)
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        break
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    case 3:
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        var shard_number = 6
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        for (var i = 0; i <= shard_number; i++)
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        {
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            var shard = instance_create_depth(x, y, -100, obj_flowey_1_attack_7_shard)
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            shard.direction = 90 + i * (360 / shard_number)
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        }
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        audio_play_sound(snd_soul_gameover_hit_break, 20, false)
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        instance_destroy()
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        break
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}