1 |
var tumbleweed_time0 = 46; |
2 |
var tumbleweed_time1 = 71; |
3 |
var tumbleweed_time2 = 136; |
4 |
var tumbleweed_time3 = 136; |
5 |
switch (tumbleweed_spawn[0]) |
6 |
{ |
7 |
case 45: |
8 |
instance_create(200, 50, obj_dunes_tumbleweed); |
9 |
break; |
10 |
case 1: |
11 |
tumbleweed_spawn[0] = tumbleweed_time0; |
12 |
break; |
13 |
} |
14 |
switch (tumbleweed_spawn[1]) |
15 |
{ |
16 |
case 70: |
17 |
case 55: |
18 |
instance_create(320, 50, obj_dunes_tumbleweed); |
19 |
break; |
20 |
case 1: |
21 |
tumbleweed_spawn[1] = tumbleweed_time1; |
22 |
break; |
23 |
} |
24 |
switch (tumbleweed_spawn[2]) |
25 |
{ |
26 |
case 135: |
27 |
case 120: |
28 |
case 108: |
29 |
case 60: |
30 |
case 45: |
31 |
instance_create(440, 50, obj_dunes_tumbleweed); |
32 |
break; |
33 |
case 1: |
34 |
tumbleweed_spawn[2] = tumbleweed_time2; |
35 |
break; |
36 |
} |
37 |
switch (tumbleweed_spawn[3]) |
38 |
{ |
39 |
case 135: |
40 |
case 120: |
41 |
case 105: |
42 |
case 70: |
43 |
case 55: |
44 |
case 40: |
45 |
case 15: |
46 |
instance_create(560, 50, obj_dunes_tumbleweed); |
47 |
break; |
48 |
case 1: |
49 |
tumbleweed_spawn[3] = tumbleweed_time3; |
50 |
break; |
51 |
} |
52 |
for (var i = 0; i <= 3; i++) |
53 |
{ |
54 |
if (tumbleweed_spawn[i] > 1) |
55 |
tumbleweed_spawn[i] -= 1; |
56 |
} |
57 |
if (obj_pl.y < 250 && !player_knocked_out) |
58 |
{ |
59 |
with (obj_dunes_tumbleweed) |
60 |
{ |
61 |
if (place_meeting(x, y, obj_pl)) |
62 |
{ |
63 |
scr_cutscene_start(); |
64 |
audio_play_sound(snd_monster_damage_hit, 1, 0); |
65 |
other.player_knocked_out = true; |
66 |
} |
67 |
} |
68 |
} |
69 |
if (player_knocked_out) |
70 |
{ |
71 |
if (obj_pl.y < 290) |
72 |
{ |
73 |
with (obj_pl) |
74 |
{ |
75 |
y += 4; |
76 |
image_angle += 35; |
77 |
} |
78 |
} |
79 |
else |
80 |
{ |
81 |
player_knocked_out = false; |
82 |
scr_cutscene_end(); |
83 |
with (obj_pl) |
84 |
image_angle = 0; |
85 |
} |
86 |
} |
87 |
if (obj_pl.x < 680) |
88 |
{ |
89 |
if (!audio_is_playing(snd_rumble)) |
90 |
audio_play_sound(snd_rumble, 1, 0); |
91 |
} |
92 |
else if (audio_is_playing(snd_rumble)) |
93 |
{ |
94 |
scr_audio_fade_outscr_audio_fade_outfunction scr_audio_fade_out(arg0, arg1)
{
var snd = arg0;
var fade_len = arg1;
if (!audio_is_playing(snd))
return false;
audio_sound_gain(snd, 0, fade_len);
if (instance_exists(obj_audio_fade_helper))
{
with (obj_audio_fade_helper)
{
if (audio_to_fade == snd)
return false;
}
}
with (instance_create(0, 0, obj_audio_fade_helper))
audio_to_fade = snd;
} (261, 300); |
95 |
} |