1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
var battle_box = 3154; |
4 |
switch (scene) |
5 |
{ |
6 |
case 1: |
7 |
draw_alpha += 0.15; |
8 |
if (draw_alpha >= 1) |
9 |
scene++; |
10 |
break; |
11 |
case 2: |
12 |
cutscene_wait(0.5); |
13 |
break; |
14 |
case 3: |
15 |
var bullet_number = 9; |
16 |
var y_offset = 0; |
17 |
var y_offset_inc = 10; |
18 |
var spawn_width = 100; |
19 |
var bullet_inc = spawn_width / bullet_number; |
20 |
var bullet_count = 1; |
21 |
var dir_offset = 40; |
22 |
var dir_start = 90 + (dir_offset * 0.5); |
23 |
var dir_inc = dir_offset / bullet_number; |
24 |
var istart = battle_box.x - (spawn_width * 0.5); |
25 |
for (var i = istart; i < (istart + spawn_width); i += bullet_inc) |
26 |
{ |
27 |
var bullet = instance_create_depth(i, 200 + y_offset, -100, obj_battle_enemy_attack_bullet_residue); |
28 |
y_offset += (y_offset_inc * sign(bullet_count - (bullet_number * 0.5))); |
29 |
bullet.speed = 4; |
30 |
bullet.direction = dir_start - (bullet_count * dir_inc); |
31 |
bullet_count += 1; |
32 |
bullet.alarm[0] = 140; |
33 |
bullet.gravity = 0.15; |
34 |
} |
35 |
scene++; |
36 |
break; |
37 |
case 4: |
38 |
draw_alpha -= 0.25; |
39 |
if (draw_alpha <= 0) |
40 |
instance_destroy(); |
41 |
break; |
42 |
} |