1 |
if live_call() |
2 |
return global.live_result; |
3 |
switch scene |
4 |
{ |
5 |
case 0: |
6 |
reset_timer-- |
7 |
if (reset_timer <= 0) |
8 |
scene++ |
9 |
break |
10 |
case 1: |
11 |
speed = lerp(speed, target_speed, 0.09) |
12 |
target_dir = point_direction(x, y, heart.x, heart.y) |
13 |
direction += ((angle_difference(target_dir, direction)) * 0.25) |
14 |
if point_in_rectangle(x, y, (battle_box.bbox_left - 10), (battle_box.bbox_top - 10), (battle_box.bbox_right + 10), (battle_box.bbox_bottom + 10)) |
15 |
scene++ |
16 |
break |
17 |
case 2: |
18 |
speed = lerp(speed, target_speed, 0.09) |
19 |
break |
20 |
} |
21 |
|
22 |
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) |
23 |
{ |
24 |
if (scene > 0) |
25 |
speed -= speed_dec |
26 |
} |
27 |
if bullet_destroy_self |
28 |
{ |
29 |
instance_create_depth(x, y, (depth - 1), obj_fmartlet_star_destroy) |
30 |
obj_fmartlet_star_destroy.sprite_index = destroy_sprite |
31 |
instance_destroy() |
32 |
} |