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, 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_throwing_hands); |
11 |
hands_b.robot_parent = robot_b; |
12 |
hands_b.bombs = true; |
13 |
var robot_a = instance_create(room_width + 40, box.y, obj_guardener_guy_a_noarms); |
14 |
var hands_a = instance_create_depth(robot_a.x, robot_a.y, robot_a.depth - 1, obj_guardener_guy_throwing_hands); |
15 |
hands_a.robot_parent = robot_a; |
16 |
hands_a.image_xscale = -1; |
17 |
hands_a.throw_delay += hands_a.image_number - 0.5; |
18 |
hands_a.bombs = true; |
19 |
cutscene_advance(); |
20 |
} |
21 |
obj_guardener_guy_a.active = false; |
22 |
obj_guardener_guy_b.active = false; |
23 |
break; |
24 |
case 1: |
25 |
var adv = 2; |
26 |
with (obj_guardener_guy_a_noarms) |
27 |
{ |
28 |
var x_target = box.bbox_right + 40; |
29 |
x = lerp(x, x_target, 0.2); |
30 |
y = lerp(y, box.y, 0.2); |
31 |
if ((abs(x + y) - abs(x_target + box.y)) < 1) |
32 |
adv -= 1; |
33 |
} |
34 |
with (obj_guardener_guy_b_noarms) |
35 |
{ |
36 |
var x_target = box.bbox_left - 40; |
37 |
x = lerp(x, x_target, 0.2); |
38 |
y = lerp(y, box.y, 0.2); |
39 |
if ((abs(x + y) - abs(x_target + box.y)) < 1) |
40 |
adv -= 1; |
41 |
} |
42 |
if (adv <= 0) |
43 |
cutscene_advance(); |
44 |
break; |
45 |
case 2: |
46 |
break; |
47 |
case 3: |
48 |
var adv = 2; |
49 |
with (obj_guardener_guy_a_noarms) |
50 |
{ |
51 |
var x_target = 720; |
52 |
x = lerp(x, x_target, 0.2); |
53 |
if (x > (x_target - 40)) |
54 |
adv -= 1; |
55 |
} |
56 |
with (obj_guardener_guy_b_noarms) |
57 |
{ |
58 |
var x_target = -40; |
59 |
x = lerp(x, x_target, 0.2); |
60 |
if (x < (x_target + 20)) |
61 |
adv -= 1; |
62 |
} |
63 |
if (adv <= 0) |
64 |
cutscene_advance(); |
65 |
break; |
66 |
case 4: |
67 |
obj_guardener_guy_a.active = true; |
68 |
obj_guardener_guy_b.active = true; |
69 |
instance_destroy(); |
70 |
break; |
71 |
} |
72 |
if (instance_exists(obj_guardener_guy_b_shield)) |
73 |
{ |
74 |
var current_ball = instance_find(obj_battle_enemy_attack_guardener_bullet, 0); |
75 |
if (instance_exists(obj_battle_enemy_attack_guardener_bullet)) |
76 |
obj_guardener_guy_b_shield.y = lerp(obj_guardener_guy_b_shield.y, current_ball.y + 20, 0.4); |
77 |
} |
78 |
with (obj_guardener_guy_a_flintlock) |
79 |
{ |
80 |
if (image_index >= (image_number - 1)) |
81 |
{ |
82 |
switch (sprite_index) |
83 |
{ |
84 |
case spr_guardener_guy_b_flintlock_reload: |
85 |
sprite_index = spr_guardener_guy_b_flintlock; |
86 |
image_index = 0; |
87 |
break; |
88 |
case spr_guardener_guy_b_flintlock_shoot: |
89 |
sprite_index = spr_guardener_guy_b_flintlock_reload; |
90 |
image_index = 0; |
91 |
break; |
92 |
} |
93 |
} |
94 |
} |
95 |
with (obj_battle_enemy_attack_guardener_bullet) |
96 |
{ |
97 |
if (x < (obj_guardener_guy_b_shield.x + 40)) |
98 |
{ |
99 |
var max_shards = 3; |
100 |
var shard_spread = 45; |
101 |
for (var i = 0; i < max_shards; i++) |
102 |
{ |
103 |
var shard = instance_create_depth(x, y, obj_heart_battle_fighting_parent.depth - 1, obj_battle_enemy_attack_guardener_bullet_shard); |
104 |
shard.speed = 4; |
105 |
shard.direction = -45 + (i * shard_spread); |
106 |
} |
107 |
audio_play_sound(snd_guardener_flintlock_shield, 1, 0); |
108 |
instance_destroy(); |
109 |
} |
110 |
} |