| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
image_yscale = lerp(image_yscale, 1, 0.5); |
| 4 |
if (fade_out == true) |
| 5 |
{ |
| 6 |
image_alpha -= 0.2; |
| 7 |
if (image_alpha <= 0) |
| 8 |
instance_destroy(); |
| 9 |
} |
| 10 |
var arc_radius = 90; |
| 11 |
if (shoot_delay > 0) |
| 12 |
{ |
| 13 |
shoot_delay--; |
| 14 |
} |
| 15 |
else if (!destroy_self && bullet_count > 0) |
| 16 |
{ |
| 17 |
var xx = x - lengthdir_x(30, image_angle - 90); |
| 18 |
var yy = y - lengthdir_y(30, image_angle - 90); |
| 19 |
if (spawn_direction == -1) |
| 20 |
{ |
| 21 |
spawn_direction = point_direction(xx, yy, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y); |
| 22 |
direction_inc = arc_radius / bullet_count; |
| 23 |
direction_current = spawn_direction - (direction_inc * ((bullet_count - 1) * 0.5)); |
| 24 |
} |
| 25 |
var pellet = instance_create_depth(xx, yy, depth - 1, obj_battle_enemy_attack_fpellets_simple); |
| 26 |
pellet.direction = direction_current; |
| 27 |
pellet.speed = 6; |
| 28 |
shoot_delay = shoot_delay_max; |
| 29 |
bullet_count -= 1; |
| 30 |
direction_current += direction_inc; |
| 31 |
} |
| 32 |
if (bullet_count <= 0) |
| 33 |
destroy_self = true; |
| 34 |
if (destroy_self == true) |
| 35 |
{ |
| 36 |
if (slash_instance == -4) |
| 37 |
{ |
| 38 |
slash_instance = instance_create_depth(x, y, depth - 1, obj_flowey_1_attack_8_slash); |
| 39 |
slash_instance.image_angle = image_angle; |
| 40 |
} |
| 41 |
else if (!instance_exists(slash_instance)) |
| 42 |
{ |
| 43 |
sprite_index = spr_attack_tinyflowey_die; |
| 44 |
if (!alarm[1]) |
| 45 |
alarm[1] = 30; |
| 46 |
} |
| 47 |
} |