| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
switch (scene) |
| 4 |
{ |
| 5 |
case 0: |
| 6 |
image_alpha += 0.2; |
| 7 |
image_angle = (direction - 180) + (180 * image_alpha); |
| 8 |
if (image_alpha >= 1) |
| 9 |
{ |
| 10 |
image_alpha = 1; |
| 11 |
scene++; |
| 12 |
} |
| 13 |
break; |
| 14 |
case 1: |
| 15 |
cutscene_wait(0.5); |
| 16 |
break; |
| 17 |
case 2: |
| 18 |
audio_play_sound(snd_impact_gunshot, 1, 0); |
| 19 |
var len = point_distance(0, 0, 55, -12); |
| 20 |
var pointdir = point_direction(0, 0, 55, -12); |
| 21 |
var bullet = instance_create_depth(x + lengthdir_x(len, image_angle + (pointdir * sign(image_yscale))), y + lengthdir_y(len, image_angle + (pointdir * sign(image_yscale))), depth - 1, obj_flowey_battle_gray_bullet); |
| 22 |
bullet.direction = direction; |
| 23 |
bullet.image_angle = direction; |
| 24 |
speed = -24; |
| 25 |
gravity = 0.25; |
| 26 |
scene++; |
| 27 |
break; |
| 28 |
case 3: |
| 29 |
image_angle += (25 * image_yscale); |
| 30 |
image_alpha -= 0.1; |
| 31 |
if (image_alpha < 0) |
| 32 |
instance_destroy(); |
| 33 |
break; |
| 34 |
} |