1 |
if live_call() |
2 |
return global.live_result; |
3 |
switch scene |
4 |
{ |
5 |
case 0: |
6 |
if (image_alpha < 1) |
7 |
image_alpha += 0.25 |
8 |
else |
9 |
cutscene_wait(0.25) |
10 |
break |
11 |
case 1: |
12 |
image_index = 0 |
13 |
draw_offset_x = choose(-1, 1) |
14 |
draw_offset_y = choose(-1, 1) |
15 |
cutscene_wait(0.25) |
16 |
break |
17 |
case 2: |
18 |
var arc_size = 70 |
19 |
var bullet_number = 5 |
20 |
var arc_inc = arc_size / bullet_number |
21 |
for (var i = 0; i < bullet_number; i++) |
22 |
{ |
23 |
var bullet = instance_create_depth(x, y, (depth - 1), obj_battle_enemy_attack_fpellets_simple) |
24 |
bullet.direction = direction - arc_size * 0.5 + i * arc_inc |
25 |
bullet.speed = 7 |
26 |
} |
27 |
speed = -2 |
28 |
audio_play_sound(snd_arc_shoot, 1, 0) |
29 |
scene++ |
30 |
break |
31 |
case 3: |
32 |
if (image_alpha > 0) |
33 |
image_alpha -= 0.1 |
34 |
else |
35 |
instance_destroy() |
36 |
break |
37 |
} |