| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
switch (scene) |
| 4 |
{ |
| 5 |
case 0: |
| 6 |
image_alpha += 0.2; |
| 7 |
if (image_alpha >= 1) |
| 8 |
cutscene_advance(); |
| 9 |
break; |
| 10 |
case 1: |
| 11 |
var turn_speed_inc = 0.25; |
| 12 |
if (turn_speed < turn_speed_max) |
| 13 |
turn_speed += turn_speed_inc; |
| 14 |
else |
| 15 |
cutscene_advance(); |
| 16 |
break; |
| 17 |
case 2: |
| 18 |
if (image_angle >= shoot_point_next) |
| 19 |
{ |
| 20 |
image_speed = 1; |
| 21 |
image_index = 0; |
| 22 |
launch_noloop = true; |
| 23 |
shoot_point_next += shoot_point_inc; |
| 24 |
} |
| 25 |
break; |
| 26 |
} |
| 27 |
image_angle += turn_speed; |
| 28 |
if (launch_noloop == true) |
| 29 |
{ |
| 30 |
launch_noloop = false; |
| 31 |
if (attack_count > 0) |
| 32 |
{ |
| 33 |
attack_count -= 1; |
| 34 |
for (var i = 0; i < 8; i++) |
| 35 |
{ |
| 36 |
var new_dir = image_angle + (i * 45); |
| 37 |
var xx = x + lengthdir_x(10, new_dir + (turn_speed * 3)); |
| 38 |
var yy = y + lengthdir_y(10, new_dir + (turn_speed * 3)); |
| 39 |
var new_seed = instance_create_depth(xx, yy, depth + 1, obj_battle_enemy_attack_guardener_seed_small); |
| 40 |
new_seed.direction = new_dir; |
| 41 |
new_seed.launch_speed = 3.5; |
| 42 |
} |
| 43 |
audio_play_sound(snd_arc_shoot, 1, 0); |
| 44 |
} |
| 45 |
else |
| 46 |
{ |
| 47 |
instance_destroy(); |
| 48 |
instance_destroy(obj_battle_enemy_attack_guardener_attack_4); |
| 49 |
} |
| 50 |
} |
| 51 |
if (floor(image_index) >= (image_number - 1)) |
| 52 |
{ |
| 53 |
image_speed = 0; |
| 54 |
image_index = 0; |
| 55 |
} |