1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
var battle_box = 3154; |
4 |
if (destroy_self) |
5 |
{ |
6 |
image_alpha -= 0.2; |
7 |
if (image_alpha <= 0) |
8 |
instance_destroy(); |
9 |
} |
10 |
else if (image_alpha < 1) |
11 |
{ |
12 |
image_alpha += 0.2; |
13 |
} |
14 |
switch (scene) |
15 |
{ |
16 |
case 0: |
17 |
image_speed = 1; |
18 |
audio_play_sound(snd_arc_shoot, 1, 0); |
19 |
var bullet = instance_create_depth(x + lengthdir_x(speed * 2, direction), y + lengthdir_y(speed * 2, direction), -100, obj_battle_enemy_attack_axis_turret_bullet); |
20 |
bullet.direction = image_angle; |
21 |
bullet.image_angle = bullet.direction; |
22 |
bullet.speed = 8; |
23 |
shot_number--; |
24 |
scene++; |
25 |
break; |
26 |
case 1: |
27 |
if (cutscene_wait(0.25)) |
28 |
scene = 0; |
29 |
break; |
30 |
} |
31 |
var base_speed = 5; |
32 |
var variation = choose(1, 2); |
33 |
switch (side) |
34 |
{ |
35 |
case 1: |
36 |
if (!dir_noloop) |
37 |
{ |
38 |
if (variation == 1) |
39 |
hspeed = base_speed; |
40 |
else |
41 |
vspeed = base_speed; |
42 |
dir_noloop = true; |
43 |
} |
44 |
if (x > target_x) |
45 |
destroy_self = true; |
46 |
break; |
47 |
case 2: |
48 |
if (!dir_noloop) |
49 |
{ |
50 |
if (variation == 1) |
51 |
hspeed = -base_speed; |
52 |
else |
53 |
vspeed = base_speed; |
54 |
dir_noloop = true; |
55 |
} |
56 |
if (y > target_y) |
57 |
destroy_self = true; |
58 |
break; |
59 |
case 3: |
60 |
if (!dir_noloop) |
61 |
{ |
62 |
if (variation == 1) |
63 |
hspeed = -base_speed; |
64 |
else |
65 |
vspeed = -base_speed; |
66 |
dir_noloop = true; |
67 |
} |
68 |
break; |
69 |
case 4: |
70 |
if (!dir_noloop) |
71 |
{ |
72 |
if (variation == 1) |
73 |
hspeed = base_speed; |
74 |
else |
75 |
vspeed = -base_speed; |
76 |
dir_noloop = true; |
77 |
} |
78 |
if (y < target_y) |
79 |
destroy_self = true; |
80 |
break; |
81 |
} |
82 |
if ((hspeed > 0 && x > target_x) || (hspeed < 0 && x < target_x) || (vspeed > 0 && y > target_y) || (vspeed < 0 && y < target_y)) |
83 |
destroy_self = true; |
84 |
image_angle = point_direction(x, y, battle_box.x, battle_box.y); |