Deltarune (Chapter 3) script viewer

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gml_Object_obj_dw_interstitial_door_Draw_0

(view raw script w/o annotations or w/e)
1
draw_sprite_ext(spr_dw_interstitial_doors, image_index, x, y, 2, 2, 0, c_white, 1);
2
if (!is_active)
3
    exit;
4
scr_draw_set_mask(true);
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draw_sprite_ext(spr_dw_interstitial_doors_sign_bg, 0, x + 20, y + 28, 2, 2, 0, c_white, 1);
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scr_draw_in_mask_begin();
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var shadcolor = #060B3C;
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var shadalph = 0.65;
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var shadoff = 2;
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custom_text_timer++;
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var coltime = 15;
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var _col = merge_color(c_white, c_yellow, abs(sin(custom_text_timer / coltime)));
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var _col2 = merge_color(c_yellow, c_white, abs(sin((custom_text_timer + (coltime / 2)) / coltime)));
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ossafe_fill_rectangle_color(x, y + 20, x + 170, y + 60, _col2, _col2, _col, _col, false);
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scr_draw_in_mask_end();
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draw_sprite_ext(spr_dw_interstitial_doors_sign_outline, 0, x + 32, y + 22, 2, 2, 0, c_white, 1);
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shader_set(shd_rainbow);
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_uniUV = shader_get_uniform(shd_rainbow, "u_uv");
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_uniTime = shader_get_uniform(shd_rainbow, "u_time");
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_uniSpeed = shader_get_uniform(shd_rainbow, "u_speed");
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_time -= bonus_color_speed;
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var uv = sprite_get_uvs(spr_dw_interstitial_doors_sign, 0);
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shader_set_uniform_f(_uniUV, uv[0], uv[2]);
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shader_set_uniform_f(_uniSpeed, _speed);
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shader_set_uniform_f(_uniTime, _time);
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draw_sprite_ext(spr_dw_interstitial_doors_sign, 0, x + 34, y + 24, 2, 2, 0, c_white, 1);
27
shader_reset();