| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
switch (step) |
| 4 |
{ |
| 5 |
case 1: |
| 6 |
if (image_alpha < 1) |
| 7 |
image_alpha += 0.02; |
| 8 |
if (timer == 0) |
| 9 |
{ |
| 10 |
image_index += oscillator; |
| 11 |
oscillator *= -1; |
| 12 |
timer = 5; |
| 13 |
} |
| 14 |
var colliding_clay = collision_circle(x, y, 50, obj_flowey_battle_phase_2_clay_bullet, false, false); |
| 15 |
if (colliding_clay != -4) |
| 16 |
{ |
| 17 |
with (colliding_clay) |
| 18 |
instance_destroy(); |
| 19 |
image_index += 1; |
| 20 |
grow_count++; |
| 21 |
} |
| 22 |
if (grow_count == 15) |
| 23 |
{ |
| 24 |
instance_destroy(obj_flowey_battle_phase_2_clay_bullet_generator); |
| 25 |
instance_destroy(obj_flowey_battle_phase_2_clay_bullet); |
| 26 |
step++; |
| 27 |
} |
| 28 |
timer--; |
| 29 |
break; |
| 30 |
case 2: |
| 31 |
sprite_index = spr_battle_flowey_clay_eye; |
| 32 |
image_speed = 1; |
| 33 |
instance_create_depth(0, 0, -100, obj_flowey_battle_phase_2_clay_droop_generator); |
| 34 |
obj_flowey_battle_phase_2_clay_eyedrop_spawner.default_generation_speed = room_speed * 3; |
| 35 |
step++; |
| 36 |
oscillator = 0; |
| 37 |
break; |
| 38 |
} |