1 |
if live_call() |
2 |
return global.live_result; |
3 |
switch scene |
4 |
{ |
5 |
case 0: |
6 |
image_alpha += 0.05 |
7 |
image_xscale = image_alpha |
8 |
image_yscale = image_alpha |
9 |
image_angle = 359 - 359 * image_alpha |
10 |
if (image_alpha >= 1) |
11 |
{ |
12 |
image_alpha = 1 |
13 |
scene++ |
14 |
} |
15 |
image_xscale = image_alpha |
16 |
image_yscale = image_alpha |
17 |
image_angle = 359 - 359 * image_alpha |
18 |
break |
19 |
case 1: |
20 |
speed = lerp(speed, target_speed, 0.05) |
21 |
target_dir = point_direction(x, y, heart.x, heart.y) |
22 |
direction += ((angle_difference(target_dir, direction)) * 0.15) |
23 |
break |
24 |
} |
25 |
|
26 |
if (scene > 0) |
27 |
{ |
28 |
speed_dec = target_speed + 1 |
29 |
if (scr_enemy_attack_bullet_hitscr_enemy_attack_bullet_hitfunction scr_enemy_attack_bullet_hit() //gml_Script_scr_enemy_attack_bullet_hit
{
if live_call()
return global.live_result;
if variable_instance_exists(id, "bullet_hit_draw_timer")
{
if (bullet_hit_draw_timer > 0)
bullet_hit_draw_timer -= 1
}
var collider_id = instance_place(x, y, obj_heart_yellow_shot)
if (collider_id != noone)
{
var collider_object_index = collider_id.object_index
instance_create_depth(collider_id.x, collider_id.bbox_top, -999, obj_heart_yellow_shot_destroy)
if (collider_object_index == 690)
{
if (object_index == obj_ceroba_phase_2_bell)
instance_destroy(collider_id)
if (variable_instance_exists(id, "collider_id_last") && collider_id_last == collider_id)
return;
if (collider_object_index == 690)
collider_id_last = collider_id
}
else if (collider_object_index == 2561)
{
if (variable_instance_exists(id, "collider_id_last") && collider_id_last == collider_id)
return;
collider_id_last = collider_id
}
else if ((!(variable_instance_exists(id, "collider_id_last"))) || collider_id != collider_id_last)
{
collider_id.alarm[0] = 1
collider_id.image_alpha = 0
collider_id_last = collider_id
}
audio_play_sound(snd_arc_hit, 0.1, 0)
if variable_instance_exists(id, "bullet_hit_points")
{
bullet_hit_draw_timer = 5
if (collider_object_index == 690)
bullet_hit_points -= 3
else
bullet_hit_points -= 1
if (bullet_hit_points <= 0)
bullet_destroy_self = true
}
return true;
}
} () && speed > speed_min) |
30 |
speed -= speed_dec |
31 |
if bullet_destroy_self |
32 |
{ |
33 |
var spawn_count = 2 |
34 |
for (var i = 0; i < spawn_count; i++) |
35 |
{ |
36 |
var star = instance_create_depth((x + (random_range(-10, 10))), (y + (random_range(-10, 10))), depth, obj_fmartlet_star_medium) |
37 |
star.direction = direction - 180 + 45 * i |
38 |
star.speed = star.target_speed * 0.5 |
39 |
} |
40 |
instance_create_depth(x, y, (depth - 1), obj_fmartlet_star_destroy) |
41 |
obj_fmartlet_star_destroy.sprite_index = destroy_sprite |
42 |
instance_destroy() |
43 |
} |
44 |
} |
45 |
x = clamp(x, 0, 640) |