1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
switch (scene) |
4 |
{ |
5 |
case 0: |
6 |
if (image_alpha < 1) |
7 |
image_alpha += 0.25; |
8 |
else |
9 |
cutscene_wait(0.25); |
10 |
break; |
11 |
case 1: |
12 |
image_index = 0; |
13 |
draw_offset_x = choose(-1, 1); |
14 |
draw_offset_y = choose(-1, 1); |
15 |
cutscene_wait(0.25); |
16 |
break; |
17 |
case 2: |
18 |
var arc_size = 70; |
19 |
var bullet_number = 5; |
20 |
var arc_inc = arc_size / bullet_number; |
21 |
for (var i = 0; i < bullet_number; i++) |
22 |
{ |
23 |
var bullet = instance_create_depth(x, y, depth - 1, obj_battle_enemy_attack_fpellets_simple); |
24 |
bullet.direction = (direction - (arc_size * 0.5)) + (i * arc_inc); |
25 |
bullet.speed = 7; |
26 |
} |
27 |
speed = -2; |
28 |
audio_play_sound(snd_arc_shoot, 1, 0); |
29 |
scene++; |
30 |
break; |
31 |
case 3: |
32 |
if (image_alpha > 0) |
33 |
image_alpha -= 0.1; |
34 |
else |
35 |
instance_destroy(); |
36 |
break; |
37 |
} |