| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
var target_direction = 270 + (30 * image_xscale); |
| 4 |
var battle_box = 3154; |
| 5 |
switch (scene) |
| 6 |
{ |
| 7 |
case 0: |
| 8 |
if (image_index >= 2) |
| 9 |
scene = 1; |
| 10 |
break; |
| 11 |
case 1: |
| 12 |
spawn_feathers = true; |
| 13 |
scene += 1; |
| 14 |
break; |
| 15 |
case 2: |
| 16 |
if (image_index >= (image_number - 1)) |
| 17 |
scene++; |
| 18 |
break; |
| 19 |
case 3: |
| 20 |
if (vspeed < 9) |
| 21 |
vspeed += 1.5; |
| 22 |
if (bbox_top > (battle_box.bbox_top + 4)) |
| 23 |
surface_draw = true; |
| 24 |
break; |
| 25 |
} |
| 26 |
if (hp_self <= 0) |
| 27 |
{ |
| 28 |
surface_draw = true; |
| 29 |
if (x < 320) |
| 30 |
hspeed -= 1; |
| 31 |
else |
| 32 |
hspeed += 1; |
| 33 |
if (!place_meeting(x, y, battle_box)) |
| 34 |
instance_destroy(); |
| 35 |
} |
| 36 |
if ((y + vspeed) < ystart) |
| 37 |
vspeed = 0; |
| 38 |
if (spawn_feathers && feather_count > 0) |
| 39 |
{ |
| 40 |
var spawn_line_length = 110; |
| 41 |
var spawn_angle = 90 - (70 * image_xscale); |
| 42 |
var spawn_length_inc = spawn_line_length / feather_count; |
| 43 |
var spawn_dist_current = 0; |
| 44 |
var dir_inc = feather_spread / feather_count; |
| 45 |
var start_dir = target_direction - (feather_spread * 0.5); |
| 46 |
var tar_dir = target_direction + (feather_spread * 0.5); |
| 47 |
if (image_xscale == 1) |
| 48 |
{ |
| 49 |
for (var i = start_dir; i < tar_dir; i += dir_inc) |
| 50 |
{ |
| 51 |
var xx = lengthdir_x(spawn_dist_current, spawn_angle); |
| 52 |
var yy = lengthdir_y(spawn_dist_current, spawn_angle); |
| 53 |
spawn_dist_current += spawn_length_inc; |
| 54 |
var feather = instance_create_depth(x + xx, y + yy, depth + 1, obj_martlet_attack_wing_feather); |
| 55 |
feather.direction = i; |
| 56 |
} |
| 57 |
} |
| 58 |
else |
| 59 |
{ |
| 60 |
for (var i = tar_dir; i > start_dir; i -= dir_inc) |
| 61 |
{ |
| 62 |
var xx = lengthdir_x(spawn_dist_current, spawn_angle); |
| 63 |
var yy = lengthdir_y(spawn_dist_current, spawn_angle); |
| 64 |
spawn_dist_current += spawn_length_inc; |
| 65 |
var feather = instance_create_depth(x + xx, y + yy, depth + 1, obj_martlet_attack_wing_feather); |
| 66 |
feather.direction = i; |
| 67 |
} |
| 68 |
} |
| 69 |
spawn_feathers = false; |
| 70 |
} |