| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
var box = 3154; |
| 4 |
switch (scene) |
| 5 |
{ |
| 6 |
case 0: |
| 7 |
if (obj_guardener_guy_a.active == false && obj_guardener_guy_a.is_on_target && obj_guardener_guy_b.is_on_target) |
| 8 |
{ |
| 9 |
var robot_b = instance_create(-40, box.y - 40, obj_guardener_guy_b_noarms); |
| 10 |
var hands_b = instance_create_depth(robot_b.x, robot_b.y, robot_b.depth - 1, obj_guardener_guy_bow); |
| 11 |
hands_b.robot_parent = robot_b; |
| 12 |
var robot_a = instance_create(room_width + 40, box.y, obj_guardener_guy_a_flintlock); |
| 13 |
cutscene_advance(); |
| 14 |
} |
| 15 |
obj_guardener_guy_a.active = false; |
| 16 |
obj_guardener_guy_b.active = false; |
| 17 |
break; |
| 18 |
case 1: |
| 19 |
var arm = instance_create_depth(box.bbox_left + 40, box.bbox_bottom + 5, obj_heart_battle_fighting_parent.depth - 1, obj_battle_enemy_attack_guardener_arm_half); |
| 20 |
arm.launch_dir = "up"; |
| 21 |
arm.image_angle = 180; |
| 22 |
arm.arm_return = 0; |
| 23 |
var arm2 = instance_create_depth(box.bbox_right - 40, box.bbox_top - 5, obj_heart_battle_fighting_parent.depth - 1, obj_battle_enemy_attack_guardener_arm_half); |
| 24 |
arm2.launch_dir = "down"; |
| 25 |
arm2.image_angle = 0; |
| 26 |
arm2.arm_return = 0; |
| 27 |
cutscene_advance(); |
| 28 |
break; |
| 29 |
case 2: |
| 30 |
cutscene_wait(1); |
| 31 |
break; |
| 32 |
case 3: |
| 33 |
var adv = 2; |
| 34 |
with (obj_guardener_guy_a_flintlock) |
| 35 |
{ |
| 36 |
var x_target = box.bbox_right + 80; |
| 37 |
x = lerp(x, x_target, 0.2); |
| 38 |
y = lerp(y, box.y, 0.2); |
| 39 |
if (abs(x - x_target) < 1) |
| 40 |
adv -= 1; |
| 41 |
} |
| 42 |
with (obj_guardener_guy_b_noarms) |
| 43 |
{ |
| 44 |
var x_target = box.bbox_left - 40; |
| 45 |
x = lerp(x, x_target, 0.2); |
| 46 |
y = lerp(y, box.y, 0.2); |
| 47 |
if (abs(x - x_target) < 1) |
| 48 |
adv -= 1; |
| 49 |
} |
| 50 |
if (adv <= 0) |
| 51 |
cutscene_advance(); |
| 52 |
break; |
| 53 |
case 4: |
| 54 |
if (cutscene_wait(7)) |
| 55 |
{ |
| 56 |
obj_guardener_guy_bow.can_shoot = false; |
| 57 |
exit; |
| 58 |
} |
| 59 |
obj_guardener_guy_bow.can_shoot = true; |
| 60 |
var lerp_amount_new = 0.1; |
| 61 |
if (obj_guardener_guy_a_flintlock.sprite_index != spr_guardener_guy_b_flintlock_shoot) |
| 62 |
{ |
| 63 |
lerp_amount_new = 0.01; |
| 64 |
lerp_amount = lerp_amount_new; |
| 65 |
} |
| 66 |
lerp_amount = 0.1; |
| 67 |
obj_guardener_guy_a_flintlock.y = lerp(obj_guardener_guy_a_flintlock.y, obj_heart_battle_fighting_red.y + 30, lerp_amount); |
| 68 |
if (shoot_timer > 0) |
| 69 |
{ |
| 70 |
shoot_timer -= 1; |
| 71 |
} |
| 72 |
else if (obj_heart_battle_fighting_parent.x > 320) |
| 73 |
{ |
| 74 |
with (obj_guardener_guy_a_flintlock) |
| 75 |
{ |
| 76 |
audio_play_sound(snd_guardener_flintlock, 1, 0); |
| 77 |
sprite_index = spr_guardener_guy_b_flintlock_shoot; |
| 78 |
image_index = 0; |
| 79 |
instance_create_depth(x - 40, y - 30, obj_heart_battle_fighting_parent.depth - 1, obj_battle_enemy_attack_guardener_bullet); |
| 80 |
} |
| 81 |
shoot_timer = shoot_timer_max; |
| 82 |
} |
| 83 |
break; |
| 84 |
case 5: |
| 85 |
var adv = 2; |
| 86 |
with (obj_guardener_guy_a_flintlock) |
| 87 |
{ |
| 88 |
var x_target = 720; |
| 89 |
x = lerp(x, x_target, 0.2); |
| 90 |
if (x > (x_target - 40)) |
| 91 |
adv -= 1; |
| 92 |
} |
| 93 |
with (obj_guardener_guy_b_noarms) |
| 94 |
{ |
| 95 |
var x_target = -40; |
| 96 |
x = lerp(x, x_target, 0.2); |
| 97 |
if (x < (x_target + 20)) |
| 98 |
adv -= 1; |
| 99 |
} |
| 100 |
if (adv <= 0) |
| 101 |
cutscene_advance(); |
| 102 |
break; |
| 103 |
case 6: |
| 104 |
obj_guardener_guy_a.active = true; |
| 105 |
obj_guardener_guy_b.active = true; |
| 106 |
instance_destroy(); |
| 107 |
break; |
| 108 |
} |
| 109 |
if (instance_exists(obj_guardener_guy_b_shield)) |
| 110 |
{ |
| 111 |
var current_ball = instance_find(obj_battle_enemy_attack_guardener_bullet, 0); |
| 112 |
if (instance_exists(obj_battle_enemy_attack_guardener_bullet)) |
| 113 |
obj_guardener_guy_b_shield.y = lerp(obj_guardener_guy_b_shield.y, current_ball.y + 20, 0.4); |
| 114 |
} |
| 115 |
with (obj_guardener_guy_a_flintlock) |
| 116 |
{ |
| 117 |
if (image_index >= (image_number - 1)) |
| 118 |
{ |
| 119 |
switch (sprite_index) |
| 120 |
{ |
| 121 |
case spr_guardener_guy_b_flintlock_reload: |
| 122 |
sprite_index = spr_guardener_guy_b_flintlock; |
| 123 |
image_index = 0; |
| 124 |
break; |
| 125 |
case spr_guardener_guy_b_flintlock_shoot: |
| 126 |
sprite_index = spr_guardener_guy_b_flintlock_reload; |
| 127 |
image_index = 0; |
| 128 |
break; |
| 129 |
} |
| 130 |
} |
| 131 |
} |
| 132 |
with (obj_battle_enemy_attack_guardener_bullet) |
| 133 |
{ |
| 134 |
if (place_meeting(x, y, obj_battle_enemy_attack_guardener_arm_half)) |
| 135 |
{ |
| 136 |
var max_shards = 3; |
| 137 |
var shard_spread = 45; |
| 138 |
for (var i = 0; i < max_shards; i++) |
| 139 |
{ |
| 140 |
var shard = instance_create_depth(x, y, obj_heart_battle_fighting_parent.depth - 1, obj_battle_enemy_attack_guardener_bullet_shard); |
| 141 |
shard.speed = 4; |
| 142 |
shard.direction = -45 + (i * shard_spread); |
| 143 |
} |
| 144 |
instance_destroy(); |
| 145 |
} |
| 146 |
} |