| 1 | switch (attack_state) | 
    
    
        | 2 | { | 
    
    
        | 3 |     case 1: | 
    
    
        | 4 |         speed = lerp(speed, 0, 0.25); | 
    
    
        | 5 |         if (abs(speed) <= 0.02) | 
    
    
        | 6 |         { | 
    
    
        | 7 |             instance_create_depth(x, y, depth, obj_battle_enemy_attack_ace_shockwave); | 
    
    
        | 8 |             speed = 0; | 
    
    
        | 9 |             attack_state += 1; | 
    
    
        | 10 |             alarm[1] = 2; | 
    
    
        | 11 |         } | 
    
    
        | 12 |         break; | 
    
    
        | 13 |     case 2: | 
    
    
        | 14 |         var heart = obj_heart_battle_fighting_red; | 
    
    
        | 15 |         var target_dir = point_direction(x, y, heart.x, heart.y); | 
    
    
        | 16 |         if (y < heart.y) | 
    
    
        | 17 |         { | 
    
    
        | 18 |             direction_inc = lerp(direction_inc, sign(target_dir - direction) * direction_inc_max, 0.2); | 
    
    
        | 19 |             direction += direction_inc; | 
    
    
        | 20 |         } | 
    
    
        | 21 |         speed = max_speed; | 
    
    
        | 22 |         break; | 
    
    
        | 23 | } |