1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
var box = 3154; |
4 |
var x_target = box.x + (side * 200); |
5 |
switch (scene) |
6 |
{ |
7 |
case 0: |
8 |
image_xscale += (0.4 * side); |
9 |
image_yscale += 0.2; |
10 |
if (abs(image_xscale * side) >= 1.4) |
11 |
scene++; |
12 |
break; |
13 |
case 1: |
14 |
image_xscale = lerp(image_xscale, 0.8 * side, 0.35); |
15 |
image_yscale = lerp(image_yscale, 1.2, 0.35); |
16 |
if (image_yscale >= 1.15) |
17 |
scene++; |
18 |
break; |
19 |
case 2: |
20 |
image_xscale = lerp(image_xscale, 1 * side, 0.35); |
21 |
image_yscale = lerp(image_yscale, 1, 0.35); |
22 |
if (abs(image_yscale - 1) < 0.05) |
23 |
scene++; |
24 |
break; |
25 |
case 3: |
26 |
if (abs(x - x_origin) > 10 || abs(y - y_origin) > 10) |
27 |
{ |
28 |
x_origin = x; |
29 |
y_origin = y; |
30 |
} |
31 |
x = x_origin + irandom_range(-3, 3); |
32 |
y = y_origin + irandom_range(-3, 3); |
33 |
cutscene_wait(0.35); |
34 |
break; |
35 |
case 4: |
36 |
image_speed = 1; |
37 |
if (image_index >= (image_number - 1)) |
38 |
{ |
39 |
image_index = image_number - 1; |
40 |
image_speed = 0; |
41 |
} |
42 |
else |
43 |
{ |
44 |
exit; |
45 |
} |
46 |
if (spiral_offset <= 0) |
47 |
{ |
48 |
var bullet_dir_base = 0; |
49 |
if (side == 1) |
50 |
bullet_dir_base = 180; |
51 |
spiral_offset = spiral_offset_max; |
52 |
var spiral_count = 4; |
53 |
var spiral_dir_inc = 11; |
54 |
var spiral_dir = -((spiral_count - 1) * 0.5 * spiral_dir_inc); |
55 |
for (var i = 0; i < spiral_count; i++) |
56 |
{ |
57 |
var spiral = instance_create_depth(x, y, -100, obj_battle_enemy_attack_flowey_spiral); |
58 |
spiral.direction = bullet_dir_base + spiral_dir; |
59 |
spiral.speed = 5; |
60 |
spiral_dir += spiral_dir_inc; |
61 |
} |
62 |
} |
63 |
else |
64 |
{ |
65 |
spiral_offset -= 1; |
66 |
} |
67 |
if (bullet_offset <= 0) |
68 |
{ |
69 |
var bullet_dir_base = 0; |
70 |
if (side == 1) |
71 |
bullet_dir_base = 180; |
72 |
bullet_offset = bullet_offset_max; |
73 |
var bullet_count = 5; |
74 |
var bullet_dir_inc = 11; |
75 |
var bullet_dir = -((bullet_count - 1) * 0.5 * bullet_dir_inc); |
76 |
for (var i = 0; i < bullet_count; i++) |
77 |
{ |
78 |
var bullet = instance_create_depth(x, y, -100, obj_battle_enemy_attack_fpellets_simple); |
79 |
bullet.direction = bullet_dir_base + bullet_dir; |
80 |
bullet.speed = 5; |
81 |
bullet_dir += bullet_dir_inc; |
82 |
} |
83 |
} |
84 |
else |
85 |
{ |
86 |
bullet_offset -= 1; |
87 |
} |
88 |
cutscene_wait(1.5); |
89 |
break; |
90 |
case 5: |
91 |
image_index = 0; |
92 |
cutscene_wait(0.25); |
93 |
break; |
94 |
case 6: |
95 |
side *= -1; |
96 |
cutscene_advance(); |
97 |
break; |
98 |
case 7: |
99 |
if (cutscene_wait(1)) |
100 |
{ |
101 |
var bullet_dir = 0; |
102 |
attack_count--; |
103 |
if (attack_count < 0) |
104 |
instance_destroy(obj_flowey_1_attack_4_creator); |
105 |
cutscene_advance(4); |
106 |
} |
107 |
break; |
108 |
} |
109 |
if (abs(x - x_target) > 3) |
110 |
image_alpha = lerp(image_alpha, 0.25, 0.5); |
111 |
else |
112 |
image_alpha = lerp(image_alpha, 1, 0.5); |
113 |
x = lerp(x, x_target, 0.4); |
114 |
if (scene >= 3) |
115 |
{ |
116 |
if (instance_exists(box) && x > box.x) |
117 |
image_xscale = 1; |
118 |
else |
119 |
image_xscale = -1; |
120 |
} |
121 |
image_xscale += irandom_range(-0.1, 0.1); |
122 |
image_yscale += irandom_range(-0.1, 0.1); |