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 |
cutscene_wait(0.15); |
13 |
break; |
14 |
case 2: |
15 |
image_speed = 1; |
16 |
audio_play_sound(snd_arc_shoot, 1, 0); |
17 |
var bullet = instance_create_depth(x, y, -100, obj_battle_enemy_attack_axis_turret_bullet); |
18 |
bullet.direction = direction; |
19 |
bullet.image_angle = bullet.direction; |
20 |
bullet.speed = 8; |
21 |
speed = -3; |
22 |
shot_number--; |
23 |
scene++; |
24 |
break; |
25 |
case 3: |
26 |
if (cutscene_wait(0.15)) |
27 |
{ |
28 |
if (shot_number > 0) |
29 |
scene = 2; |
30 |
else |
31 |
scene = 4; |
32 |
} |
33 |
break; |
34 |
case 4: |
35 |
image_alpha -= 0.1; |
36 |
if (image_alpha <= 0) |
37 |
instance_destroy(); |
38 |
break; |
39 |
} |
40 |
speed = lerp(speed, 0, 0.2); |