1 |
if live_call() |
2 |
return global.live_result; |
3 |
if (image_alpha < 1) |
4 |
image_alpha += 0.2 |
5 |
switch scene |
6 |
{ |
7 |
case 0: |
8 |
current_speed = lerp(current_speed, max_speed, 0.15) |
9 |
y += ((sign(target_y - y)) * current_speed) |
10 |
x += ((sign(target_x - x)) * current_speed) |
11 |
if (abs(y - target_y) <= 2 && abs(x - target_x) < 2) |
12 |
{ |
13 |
y = target_y |
14 |
x = target_x |
15 |
scene++ |
16 |
} |
17 |
break |
18 |
case 1: |
19 |
audio_play_sound(snd_soul_gameover_hit, 1, 0) |
20 |
sprite_index = spr_heart_white_split |
21 |
image_index = 1 |
22 |
cutscene_advance() |
23 |
break |
24 |
case 2: |
25 |
cutscene_wait(0.5) |
26 |
break |
27 |
case 3: |
28 |
var shard_number = 6 |
29 |
for (var i = 0; i <= shard_number; i++) |
30 |
{ |
31 |
var shard = instance_create_depth(x, y, -100, obj_flowey_1_attack_7_shard) |
32 |
shard.direction = 90 + i * (360 / shard_number) |
33 |
} |
34 |
audio_play_sound(snd_soul_gameover_hit_break, 20, false) |
35 |
instance_destroy() |
36 |
break |
37 |
} |