1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
switch (scene) |
4 |
{ |
5 |
case 0: |
6 |
image_alpha += 0.2; |
7 |
image_angle = (direction - 180) + (180 * image_alpha); |
8 |
if (image_alpha >= 1) |
9 |
{ |
10 |
image_alpha = 1; |
11 |
scene++; |
12 |
} |
13 |
break; |
14 |
case 1: |
15 |
cutscene_wait(0.5); |
16 |
break; |
17 |
case 2: |
18 |
audio_play_sound(snd_impact_gunshot, 1, 0); |
19 |
var len = point_distance(0, 0, 55, -12); |
20 |
var pointdir = point_direction(0, 0, 55, -12); |
21 |
var bullet = instance_create_depth(x + lengthdir_x(len, image_angle + (pointdir * sign(image_yscale))), y + lengthdir_y(len, image_angle + (pointdir * sign(image_yscale))), depth - 1, obj_flowey_battle_gray_bullet); |
22 |
bullet.direction = direction; |
23 |
bullet.image_angle = direction; |
24 |
speed = -24; |
25 |
gravity = 0.25; |
26 |
scene++; |
27 |
break; |
28 |
case 3: |
29 |
image_angle += (25 * image_yscale); |
30 |
image_alpha -= 0.1; |
31 |
if (image_alpha < 0) |
32 |
instance_destroy(); |
33 |
break; |
34 |
} |