|
1
|
start_x = 43;
|
|
2
|
start_y = 360;
|
|
3
|
bottom_start_y = start_y + sprite_get_height(spr_cutscene_26_coaster_tile_top);
|
|
4
|
x_offset = (room == room_dw_mansion_top_post) ? 43 : 0;
|
|
5
|
if (scr_sideb_get_phasescr_sideb_get_phase
function scr_sideb_get_phase()
{
var phase = 0;
if (global.flag[916 snowgrave_fail] == 0)
{
if (global.flag[915 snowgrave_plot] > 0 && global.flag[915 snowgrave_plot] < 4)
phase = 1;
if (global.flag[915 snowgrave_plot] >= 4 && global.flag[915 snowgrave_plot] < 7)
phase = 2;
if (global.flag[915 snowgrave_plot] >= 7 && global.flag[915 snowgrave_plot] < 20)
phase = 3;
if (global.flag[915 snowgrave_plot] >= 20)
phase = 4;
}
return phase;
} () >= 2)
|
|
6
|
x_offset = 90;
|
|
7
|
looping_coaster_top = instance_create(start_x - x_offset, start_y, obj_looping_tiled_area);
|
|
8
|
looping_coaster_top.sprite_index = spr_cutscene_26_coaster_tile_top;
|
|
9
|
looping_coaster_top.width = sprite_get_width(spr_cutscene_26_coaster_tile_top) * 2 * 3;
|
|
10
|
looping_coaster_top.height = sprite_get_height(spr_cutscene_26_coaster_tile_top) - 1;
|
|
11
|
looping_coaster_top.room_wide = true;
|
|
12
|
looping_coaster_top.depth = 1000088;
|
|
13
|
looping_coaster_top.x_scale = 1;
|
|
14
|
looping_coaster_top.y_scale = 1;
|
|
15
|
looping_coaster = instance_create(start_x - x_offset, bottom_start_y, obj_looping_tiled_area);
|
|
16
|
looping_coaster.sprite_index = spr_cutscene_26_coaster_tile;
|
|
17
|
looping_coaster.width = sprite_get_width(spr_cutscene_26_coaster_tile) * 2 * 3;
|
|
18
|
looping_coaster.height = sprite_get_height(spr_cutscene_26_coaster_tile) * 2 * 8;
|
|
19
|
looping_coaster.room_wide = true;
|
|
20
|
looping_coaster.depth = 1000088;
|
|
21
|
looping_coaster.x_scale = 1;
|
|
22
|
looping_coaster.y_scale = 1;
|
|
23
|
wall_con = 0;
|
|
24
|
v_speed = -10;
|