| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
switch (scene) |
| 4 |
{ |
| 5 |
case 0: |
| 6 |
image_alpha += 0.2; |
| 7 |
image_angle = (direction - 180) + (180 * image_alpha); |
| 8 |
if (image_alpha >= 1) |
| 9 |
scene++; |
| 10 |
break; |
| 11 |
case 1: |
| 12 |
x = xstart; |
| 13 |
y = ystart; |
| 14 |
if (irandom(10) == 1) |
| 15 |
{ |
| 16 |
x = xstart + random_range(-4, 4); |
| 17 |
y = ystart + random_range(-4, 4); |
| 18 |
} |
| 19 |
if (can_shoot == true) |
| 20 |
cutscene_advance(); |
| 21 |
break; |
| 22 |
case 2: |
| 23 |
image_speed = 1; |
| 24 |
audio_play_sound(snd_arc_shoot, 1, 0); |
| 25 |
var bullet = instance_create_depth(x, y, -100, obj_battle_enemy_attack_axis_turret_bullet); |
| 26 |
bullet.direction = direction; |
| 27 |
bullet.image_angle = bullet.direction; |
| 28 |
bullet.speed = 8; |
| 29 |
speed = -3; |
| 30 |
shot_number--; |
| 31 |
scene++; |
| 32 |
break; |
| 33 |
case 3: |
| 34 |
if (cutscene_wait(0.1)) |
| 35 |
{ |
| 36 |
if (shot_number > 0) |
| 37 |
scene = 2; |
| 38 |
else |
| 39 |
scene = 4; |
| 40 |
} |
| 41 |
break; |
| 42 |
case 4: |
| 43 |
image_alpha -= 0.1; |
| 44 |
if (image_alpha <= 0) |
| 45 |
instance_destroy(); |
| 46 |
break; |
| 47 |
} |
| 48 |
speed = lerp(speed, 0, 0.2); |