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 |
} |