if live_call() return global.live_result; switch scene { case 0: var x_target = x_previous + (lengthdir_x(30, direction)) var y_target = y_previous + (lengthdir_y(30, direction)) if (distance_to_point(x_target, y_target) > 0.1) { x = lerp(x, x_target, 0.1) y = lerp(y, y_target, 0.1) peek_distance -= 1 } else { x_previous = x y_previous = y peek_distance = 5 scene++ } break case 1: cutscene_wait(0.25) break case 2: x_target = x_previous - (lengthdir_x((sign(flying_speed) * 20), direction)) y_target = y_previous - (lengthdir_y((sign(flying_speed) * 20), direction)) if (distance_to_point(x_target, y_target) > 0.1) { x = lerp(x, x_target, 0.1) y = lerp(y, y_target, 0.1) peek_distance -= 1 } else scene++ break case 3: x += lengthdir_x(flying_speed, direction) y += ((lengthdir_y(flying_speed, direction)) + grav_speed) if (flying_speed > 0) flying_speed -= 0.1 else flying_speed = 0 break }