Deltarune (Chapter 3) script viewer

← back to main script listing

gml_Object_obj_board_camsolid_Step_0

(view raw script w/o annotations or w/e)
1
if (init == 0)
2
{
3
    init = 1;
4
    mysolid[0] = instance_create(x, y, obj_board_solid);
5
    mysolid[0].image_xscale = 0.5;
6
    mysolid[0].image_yscale = 0.5;
7
    mysolid[0].image_blend = c_red;
8
    mysolid[0].image_alpha = 1;
9
    mysolid[0].depth = -1;
10
    mysolid[1] = instance_create(x + 16, y, obj_board_solid);
11
    mysolid[1].image_xscale = 0.5;
12
    mysolid[1].image_yscale = 0.5;
13
    mysolid[1].image_blend = c_blue;
14
    mysolid[1].image_alpha = 1;
15
    mysolid[1].depth = -1;
16
    mysolid[2] = instance_create(x, y + 16, obj_board_solid);
17
    mysolid[2].image_xscale = 0.5;
18
    mysolid[2].image_yscale = 0.5;
19
    mysolid[2].image_blend = c_green;
20
    mysolid[2].image_alpha = 1;
21
    mysolid[2].depth = -1;
22
    mysolid[3] = instance_create(x + 16, y + 16, obj_board_solid);
23
    mysolid[3].image_xscale = 0.5;
24
    mysolid[3].image_yscale = 0.5;
25
    mysolid[3].image_blend = c_yellow;
26
    mysolid[3].image_alpha = 1;
27
    mysolid[3].depth = -1;
28
}
29
if (active && init)
30
{
31
    for (var i = 0; i < 4; i++)
32
    {
33
        mysolid[i].visible = false;
34
        s_active[i] = true;
35
    }
36
    if (i_ex(obj_board_grayregion))
37
    {
38
        if (i_ex(collision_rectangle(x + 4, y + 4, x + 8, y + 8, obj_board_grayregion, false, true)))
39
        {
40
            mysolid[0].visible = false;
41
            s_active[0] = false;
42
        }
43
        if (i_ex(collision_rectangle(x + 4 + 16, y + 4, x + 8 + 16, y + 8, obj_board_grayregion, false, true)))
44
        {
45
            mysolid[1].visible = false;
46
            s_active[1] = false;
47
        }
48
        if (i_ex(collision_rectangle(x + 4, y + 4 + 16, x + 8, y + 8 + 16, obj_board_grayregion, false, true)))
49
        {
50
            mysolid[2].visible = false;
51
            s_active[2] = false;
52
        }
53
        if (i_ex(collision_rectangle(x + 4 + 16, y + 4 + 16, x + 8 + 16, y + 8 + 16, obj_board_grayregion, false, true)))
54
        {
55
            mysolid[3].visible = false;
56
            s_active[3] = false;
57
        }
58
    }
59
    if (s_active[0] == false)
60
    {
61
        mysolid[0].x = room_width;
62
        mysolid[0].y = room_height;
63
    }
64
    else
65
    {
66
        mysolid[0].x = x + 0;
67
        mysolid[0].y = y + 0;
68
    }
69
    if (s_active[1] == false)
70
    {
71
        mysolid[1].x = room_width;
72
        mysolid[1].y = room_height;
73
    }
74
    else
75
    {
76
        mysolid[1].x = x + 16;
77
        mysolid[1].y = y + 0;
78
    }
79
    if (s_active[2] == false)
80
    {
81
        mysolid[2].x = room_width;
82
        mysolid[2].y = room_height;
83
    }
84
    else
85
    {
86
        mysolid[2].x = x + 0;
87
        mysolid[2].y = y + 16;
88
    }
89
    if (s_active[3] == false)
90
    {
91
        mysolid[3].x = room_width;
92
        mysolid[3].y = room_height;
93
    }
94
    else
95
    {
96
        mysolid[3].x = x + 16;
97
        mysolid[3].y = y + 16;
98
    }
99
    
scr_depth_board
scr_depth_board

function
scr_depth_board()
{ depth = 1000000 - ((y * 10) + ((sprite_height - sprite_yoffset) * 10)); } function scr_board_depth() {
scr_depth_board();
}
();
100
    if ((s_active[0] + s_active[1] + s_active[2] + s_active[3]) != 4)
101
        depth = 999999;
102
}