1 |
switch scene |
2 |
{ |
3 |
case 1: |
4 |
y = lerp(y, 440, 0.2) |
5 |
if (global.right_key || global.left_key || global.up_key || global.down_key) |
6 |
{ |
7 |
alarm[0] = 6alarm[0]soul_shake = false
x_offset = 0
y_offset = 0 |
8 |
soul_shake = true |
9 |
} |
10 |
if (soul_shake == true) |
11 |
{ |
12 |
x_offset = 0 |
13 |
y_offset = 0 |
14 |
x_offset = irandom_range(-2, 2) |
15 |
y_offset = irandom_range(-2, 2) |
16 |
} |
17 |
if (soul_can_shoot == true && keyboard_multicheck_pressed(0)) |
18 |
{ |
19 |
hint_noloop = true |
20 |
instance_create_depth((x + 0.5), (y - 6), (depth - 1), obj_heart_yellow_shot) |
21 |
soul_can_shoot = false |
22 |
alarm[1] = 10 |
23 |
} |
24 |
break |
25 |
} |
26 |
|
27 |
if (soul_can_shoot && (!hint_noloop)) |
28 |
{ |
29 |
if (obj_flowey_battle_final.petal_count == 6) |
30 |
{ |
31 |
if (hint_alpha < 1) |
32 |
hint_alpha += 0.05 |
33 |
} |
34 |
} |
35 |
else if (hint_alpha > 0) |
36 |
hint_alpha -= 0.1 |