1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
switch (scene) |
4 |
{ |
5 |
case 0: |
6 |
var heart = obj_heart_battle_fighting_parent; |
7 |
attack_target_x = heart.x; |
8 |
attack_target_y = heart.y; |
9 |
if (!fade_out) |
10 |
{ |
11 |
if (image_alpha < 1) |
12 |
image_alpha += 0.1; |
13 |
else if (!alarm[0]) |
14 |
alarm[0] = 30; |
15 |
} |
16 |
else if (image_alpha > 0) |
17 |
{ |
18 |
image_alpha -= 0.1; |
19 |
} |
20 |
else |
21 |
{ |
22 |
instance_destroy(); |
23 |
} |
24 |
image_xscale = lerp(image_xscale, 1, 0.15); |
25 |
image_yscale = image_xscale; |
26 |
if (can_track == true) |
27 |
{ |
28 |
x = attack_target_x + lengthdir_x(attack_distance, attack_dir); |
29 |
y = attack_target_y + lengthdir_y(attack_distance, attack_dir); |
30 |
image_angle = point_direction(x, y, attack_target_x, attack_target_y); |
31 |
} |
32 |
if (image_alpha < 1 && can_move == false) |
33 |
{ |
34 |
image_alpha += 0.2; |
35 |
if (image_alpha > 1) |
36 |
image_alpha = 1; |
37 |
} |
38 |
if (attack_dir < 360) |
39 |
attack_dir += bullet_speed; |
40 |
else |
41 |
attack_dir = bullet_speed; |
42 |
break; |
43 |
case 1: |
44 |
image_speed = 1; |
45 |
var shootsnd = audio_play_sound(snd_arc_shoot, 1, 0); |
46 |
audio_sound_gain(shootsnd, 0.3, 0); |
47 |
var bullet = instance_create_depth(x, y, depth + 1, obj_battle_enemy_attack_axis_turret_bullet_geno); |
48 |
bullet.direction = image_angle; |
49 |
bullet.image_angle = bullet.direction; |
50 |
bullet.speed = 11; |
51 |
direction = image_angle; |
52 |
speed = -5; |
53 |
shot_number--; |
54 |
scene++; |
55 |
break; |
56 |
case 2: |
57 |
if (cutscene_wait(0.12)) |
58 |
{ |
59 |
if (shot_number > 0) |
60 |
scene = 1; |
61 |
else |
62 |
scene = 3; |
63 |
} |
64 |
break; |
65 |
case 3: |
66 |
image_alpha -= 0.2; |
67 |
if (image_alpha <= 0) |
68 |
instance_destroy(); |
69 |
break; |
70 |
} |
71 |
if (image_xscale > 1.01) |
72 |
image_xscale = lerp(image_xscale, 1, 0.15); |
73 |
else |
74 |
image_xscale = 1; |
75 |
image_yscale = image_xscale; |