if live_call() return global.live_result; switch scene { case 0: reset_timer-- if (reset_timer <= 0) scene++ break case 1: speed = lerp(speed, target_speed, 0.07) target_dir = point_direction(x, y, heart.x, heart.y) direction += ((angle_difference(target_dir, direction)) * 0.1) break } if (scr_enemy_attack_bullet_hit() && speed > speed_min) { speed -= speed_dec with (obj_fmartlet_star_medium) collider_id_last = other.collider_id_last } if bullet_destroy_self { var spawn_count = 3 for (var i = 0; i < spawn_count; i++) { var star = instance_create_depth((x + (random_range(-10, 10))), (y + (random_range(-10, 10))), depth, obj_fmartlet_star_small) star.direction = direction - 180 + 45 * i star.speed = star.target_speed } instance_create_depth(x, y, (depth - 1), obj_fmartlet_star_destroy) obj_fmartlet_star_destroy.sprite_index = destroy_sprite instance_destroy() } target_dir = point_direction(x, y, heart.x, heart.y) direction += ((angle_difference(target_dir, direction)) * 0.1)