1 |
soundTimeStep = audio_sound_get_track_position(global.batmusic[1]); |
2 |
var _prevBeats = beats; |
3 |
beats = soundTimeStep / spb; |
4 |
if (beats < _prevBeats) |
5 |
targetBeat -= beatMax; |
6 |
framesAway = (targetBeat - beats) / bpf; |
7 |
var _percent = max(0, framesAway / frames); |
8 |
if (_percent > 0) |
9 |
{ |
10 |
} |
11 |
if (varianty > 0) |
12 |
varianty -= 5; |
13 |
y = lerp(yTarget, ystart - varianty, _percent); |
14 |
if (init == 1) |
15 |
{ |
16 |
if (abs(remFramesAway - framesAway) >= 4 && y >= 60) |
17 |
{ |
18 |
active = 0; |
19 |
failed = 1; |
20 |
} |
21 |
remFramesAway = framesAway; |
22 |
} |
23 |
if (init == 0) |
24 |
{ |
25 |
remFramesAway = framesAway; |
26 |
init = 1; |
27 |
} |
28 |
if (failed == 1) |
29 |
{ |
30 |
image_alpha -= 0.1; |
31 |
if (image_alpha <= 0) |
32 |
instance_destroy(); |
33 |
} |
34 |
if (_percent == 0 && failed == 0) |
35 |
{ |
36 |
instance_create_depth(x, y, depth + 1, obj_musicalbattlenote); |
37 |
snd_stop(instrument); |
38 |
snd_play(instrument); |
39 |
instance_destroy(); |
40 |
} |