Deltarune (Chapter 2) script viewer

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gml_Object_obj_shapepuzzlebutton_Draw_0

(view raw script w/o annotations or w/e)
1
draw_self();
2
draw_sprite_ext(spr_darkbulb_icon_back, 0, x - 1, y - 45, 2, 2, 0, c_white, 1);
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gpu_set_blendmode(bm_add);
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for (i = 0; i <= active; i++)
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    draw_sprite_ext(puzzle_icon, 0, x - 1, y - 45, 2, 2, 0, icon_color, 1 + (i * 0.2));
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var _xx = 320 + (((x + 20) - 320) * 1.25);
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var _spotlightRotation;
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if (obj_shapepuzzle.goalHit)
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{
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    _spotlightRotation = point_direction(_xx, 26, obj_shapepuzzle.x + (obj_shapepuzzle.sprite_width / 2), obj_shapepuzzle.y + (obj_shapepuzzle.sprite_height / 2)) + 90;
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}
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else
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{
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    var pieceCenterLen = point_distance(0, 0, myPiece.sprite_width / 2, myPiece.sprite_height / 2);
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    var pieceCenterDir = point_direction(0, 0, myPiece.sprite_width / 2, myPiece.sprite_height / 2);
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    var pieceX = myPiece.x + lengthdir_x(pieceCenterLen, pieceCenterDir + myPiece.image_angle);
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    var pieceY = myPiece.y + lengthdir_y(pieceCenterLen, pieceCenterDir + myPiece.image_angle);
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    _spotlightRotation = point_direction(_xx, 26, pieceX, pieceY) + 90;
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}
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var _spotlight_color = myPiece.image_blend;
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var glowBrightness = myPiece.active ? 
scr_wave
scr_wave

function
scr_wave(arg0, arg1, arg2, arg3)
{ var a4 = (arg1 - arg0) * 0.5; return arg0 + a4 + (sin((((current_time * 0.001) + (arg2 * arg3)) / arg2) * (2 * pi)) * a4); }
(0, 0.2, 1, 0) : obj_shapepuzzle.finalGlow;
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draw_sprite_ext(spr_darkbulb_spotlight, 3, _xx, 26, 1, 1, _spotlightRotation, _spotlight_color, 1);
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if (glowBrightness > 0)
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    draw_sprite_ext(spr_darkbulb_spotlight, 3, _xx, 26, 1, 1, _spotlightRotation, c_white, glowBrightness);
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gpu_set_blendmode(bm_normal);
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draw_sprite_ext(spr_darkbulb_spotlight, 0, _xx, 26, 1, 1, _spotlightRotation, c_white, 1);
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gpu_set_blendmode(bm_add);
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draw_sprite_ext(spr_darkbulb_spotlight, 1, _xx, 26, 1, 1, _spotlightRotation, _spotlight_color, 1);
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if (glowBrightness > 0)
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    draw_sprite_ext(spr_darkbulb_spotlight, 1, _xx, 26, 1, 1, _spotlightRotation, c_white, glowBrightness);
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gpu_set_blendmode(bm_normal);
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draw_sprite_ext(spr_darkbulb_spotlight, 2, _xx, 26, 1, 1, 0, c_white, 1);