1 |
if (scene == 0 && scr_interactscr_interactfunction scr_interact()
{
if (distance_to_object(obj_pl) < 20 && obj_pl.state == scr_normal_state)
{
var pl_dir = obj_pl.direction;
var pl_x = 0;
var pl_y = 0;
var check_distance_x = 0;
var check_distance_y = 0;
switch (pl_dir)
{
case 0:
pl_x = obj_pl.bbox_right;
pl_y = obj_pl.bbox_top + 1;
check_distance_x = 20;
break;
case 180:
pl_x = obj_pl.bbox_left;
pl_y = obj_pl.bbox_top + 1;
check_distance_x = -20;
break;
case 90:
pl_x = obj_pl.x;
pl_y = obj_pl.bbox_top;
check_distance_y = -20;
break;
case 270:
pl_x = obj_pl.x;
pl_y = obj_pl.bbox_bottom;
check_distance_y = 20;
break;
}
if (collision_line_first(pl_x, pl_y, pl_x + check_distance_x, pl_y + check_distance_y, id, false, false))
return true;
}
} () && keyboard_multicheck_pressed(0)) |
2 |
{ |
3 |
audio_play_sound(snd_switch, 1, 0); |
4 |
image_index = 1; |
5 |
audio_pause_sound(obj_flowey_world_controller.cutscene_music); |
6 |
scene = 1; |
7 |
scr_cutscene_start(); |
8 |
} |
9 |
switch (scene) |
10 |
{ |
11 |
case 1: |
12 |
pl_xstart = obj_pl.x; |
13 |
cutscene_wait(3); |
14 |
break; |
15 |
case 2: |
16 |
var snap_sound = audio_play_sound(snd_flowey_world_snap, 1, 0); |
17 |
audio_sound_pitch(snap_sound, random_range(0.8, 1.2)); |
18 |
obj_pl.y += 20; |
19 |
obj_pl.direction = 90; |
20 |
if (obj_pl.y < 190) |
21 |
{ |
22 |
cutscene_advance(); |
23 |
} |
24 |
else |
25 |
{ |
26 |
obj_pl.y = 190; |
27 |
cutscene_advance(4); |
28 |
} |
29 |
break; |
30 |
case 3: |
31 |
if (cutscene_wait(0.05)) |
32 |
cutscene_advance(2); |
33 |
break; |
34 |
case 4: |
35 |
var snap_sound = audio_play_sound(snd_flowey_world_snap, 1, 0); |
36 |
audio_sound_pitch(snap_sound, random_range(0.8, 1.2)); |
37 |
obj_pl.x -= 20; |
38 |
obj_pl.direction = 0; |
39 |
if (obj_pl.x > 40) |
40 |
{ |
41 |
cutscene_advance(); |
42 |
} |
43 |
else |
44 |
{ |
45 |
obj_pl.x = 40; |
46 |
cutscene_advance(6); |
47 |
} |
48 |
break; |
49 |
case 5: |
50 |
if (cutscene_wait(0.05)) |
51 |
cutscene_advance(4); |
52 |
break; |
53 |
case 6: |
54 |
audio_play_sound(snd_switch, 1, 0); |
55 |
draw_overlay = true; |
56 |
cutscene_advance(); |
57 |
break; |
58 |
case 7: |
59 |
cutscene_wait(2); |
60 |
break; |
61 |
case 8: |
62 |
draw_overlay = false; |
63 |
audio_resume_sound(obj_flowey_world_controller.cutscene_music); |
64 |
scr_cutscene_end(); |
65 |
layer_set_visible("vines_lever", true); |
66 |
layer_set_visible("Decorations_hidable", false); |
67 |
cutscene_advance(); |
68 |
break; |
69 |
} |