| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
switch (scene) |
| 4 |
{ |
| 5 |
case 0: |
| 6 |
var xx = 320; |
| 7 |
var yy = 160; |
| 8 |
fire_sound = audio_play_sound(snd_f_mechpellet, 1, 0); |
| 9 |
audio_sound_gain(fire_sound, 0.5, 0); |
| 10 |
for (var i = 0; i < bullet_count; i++) |
| 11 |
{ |
| 12 |
var bullet = instance_create_depth(xx, yy, -100, obj_flowey_battle_phase_2_mechanical_pellet); |
| 13 |
bullet.direction = spawn_dir + (spawn_dir_inc * i); |
| 14 |
bullet.image_angle = bullet.direction; |
| 15 |
bullet.speed = 12; |
| 16 |
} |
| 17 |
spawn_dir += spawn_dir_wave_inc; |
| 18 |
if (spawn_dir > 360) |
| 19 |
spawn_dir -= 360; |
| 20 |
cutscene_advance(); |
| 21 |
break; |
| 22 |
case 1: |
| 23 |
if (cutscene_wait(bullet_delay / 30)) |
| 24 |
{ |
| 25 |
if (wave_count > 0) |
| 26 |
{ |
| 27 |
cutscene_advance(0); |
| 28 |
wave_count--; |
| 29 |
} |
| 30 |
else |
| 31 |
{ |
| 32 |
instance_destroy(); |
| 33 |
} |
| 34 |
} |
| 35 |
break; |
| 36 |
} |