| 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 |
} |