1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
scene = 0; |
4 |
cutscene_timer = 0; |
5 |
var xx = obj_heart_battle_fighting_parent.x; |
6 |
var yy = obj_heart_battle_fighting_parent.y; |
7 |
var dir_mult = 360/7; |
8 |
for (var i = 0; i < 7; i++) |
9 |
{ |
10 |
var spawn_dir = i * dir_mult; |
11 |
var spawn_x = xx + lengthdir_x(100, spawn_dir); |
12 |
var spawn_y = yy + lengthdir_y(100, spawn_dir); |
13 |
var bul = instance_create_depth(spawn_x, spawn_y, -100, obj_flowey_battle_phase_2_gray_pellet); |
14 |
bul.direction = point_direction(bul.x, bul.y, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y); |
15 |
bul.image_alpha = 0 - (i * 0.1); |
16 |
bul.speed = 0; |
17 |
bul.alarm[0] = 45; |
18 |
} |