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);