1 |
if live_call() |
2 |
return global.live_result; |
3 |
switch scene |
4 |
{ |
5 |
case 0: |
6 |
var xx = 320 |
7 |
var yy = 160 |
8 |
fire_sound = audio_play_sound(snd_f_mechpellet, 1, 0) |
9 |
audio_sound_gain(fire_sound, 0.5, 0) |
10 |
for (var i = 0; i < bullet_count; i++) |
11 |
{ |
12 |
var bullet = instance_create_depth(xx, yy, -100, obj_flowey_battle_phase_2_mechanical_pellet) |
13 |
bullet.direction = spawn_dir + spawn_dir_inc * i |
14 |
bullet.image_angle = bullet.direction |
15 |
bullet.speed = 12 |
16 |
} |
17 |
spawn_dir += spawn_dir_wave_inc |
18 |
if (spawn_dir > 360) |
19 |
spawn_dir -= 360 |
20 |
cutscene_advance() |
21 |
break |
22 |
case 1: |
23 |
if cutscene_wait(bullet_delay / 30) |
24 |
{ |
25 |
if (wave_count > 0) |
26 |
{ |
27 |
cutscene_advance(0) |
28 |
wave_count-- |
29 |
} |
30 |
else |
31 |
instance_destroy() |
32 |
} |
33 |
break |
34 |
} |