Deltarune (Chapter 2) script viewer

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gml_Object_obj_hangplug_sparkwave_Step_0

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1
scr_depth_alt
scr_depth_alt

function scr_depth_alt() { depth = 100000 - ((y * 10) + ((sprite_height - sprite_yoffset) * 10)); }
();
2
a = scr_afterimage
scr_afterimage

function scr_afterimage() { afterimage = instance_create(x, y, obj_afterimage); afterimage.sprite_index = sprite_index; afterimage.image_index = image_index; afterimage.image_blend = image_blend; afterimage.image_speed = 0; afterimage.depth = depth; afterimage.image_xscale = image_xscale; afterimage.image_yscale = image_yscale; afterimage.image_angle = image_angle; return afterimage; }
();
3
a.x += deshspeed;
4
a.image_alpha = image_alpha * 0.5;
5
a.fadeSpeed = 0.15;
6
a.depth = depth + 10;
7
if (init == 0)
8
{
9
    if (dir == "left")
10
        deshspeed = -12;
11
    if (dir == "right")
12
        deshspeed = 12;
13
    hspeed = 0.1 * sign(deshspeed);
14
    image_xscale = 2 * sign(deshspeed) * -1;
15
    init = 1;
16
    image_alpha = 0;
17
}
18
if (hspeed < abs(deshspeed))
19
    hspeed *= 1.5;
20
hspeed = clamp(hspeed, -abs(deshspeed), abs(deshspeed));
21
if (con == 0)
22
{
23
    image_alpha = image_yscale / 2;
24
    image_yscale *= 1.3;
25
    if (image_yscale >= 2)
26
    {
27
        image_yscale = 2;
28
        con++;
29
    }
30
}
31
if (place_meeting(x, y, obj_solidenemy) || x > (room_width + sprite_width) || x < (0 - sprite_width))
32
{
33
    active = 0;
34
    fadeaway = 1;
35
}
36
if (fadeaway == 1)
37
{
38
    image_alpha *= 0.6;
39
    active = 0;
40
    if (image_alpha <= 0.01)
41
        instance_destroy();
42
}