if (y > (global.idealborder[2] - 80) && flash == 0) { sprite_index = spr_tinydancemett_tell; flash = 1; } if (flash == 1) { timer += vspeed; image_speed = timer / 60; if (timer > 60) flash = 2; } if (flash == 2) { image_index = 0; sprite_index = spr_tinydancemett; flash = 3; image_speed = 0.5; } if (flash == 3) { if (image_index == 2) flash = 4; } if (flash == 4) { i = 0; repeat (2) { lt = instance_create(x + 10, y + 10, obj_kissybullet_pl); lt.speed = 1; lt.sprite_index = spr_tinysparkle; lt.direction = i * 180; lt.vspeed = -1; lt.gravity = 0.1 + random(0.05); lt.hspeed += (hspeed + random(0.5)) - 0.25; i += 1; } flash = 5; } if (flash == 5) { if (image_index == 6) flash = 6; } if (flash == 6) { repeat (1) { lt = instance_create(x + 10, y + 10, obj_kissybullet_pl); lt.speed = 2; lt.sprite_index = spr_tinysparkle; lt.direction = (i * 180) + 90; lt.vspeed = (-1.5 + random(0.5)) - 0.25; lt.gravity = 0.1 + random(0.05); lt.hspeed += (hspeed + random(0.5)) - 0.25; i += 1; } flash = 9; } if (flash == 9) { flash = 10; alarm[4] = 40; } if (y > room_height) instance_destroy(); if (collision_rectangle(x + 2, y + 2, x + 22, y + 22, obj_heartshot, 0, 1)) { g = collision_rectangle(x + 2, y + 2, x + 22, y + 22, obj_heartshot, 0, 1); with (g) instance_destroy(); bp = instance_create(x - 15, y - 6, obj_brokenpiece); bp.sprite_index = sprite_index; bp.image_index = image_index; bp.depth = depth + 1; instance_destroy(); } siner += 1; x = xstart + (sin(siner / 6) * 10);