|
1
|
draw_sprite_ext(spr_pixel_white, 0, x, y, 220, 120, 0, c_black, 1);
|
|
2
|
if (rainbow_mode)
|
|
3
|
{
|
|
4
|
shader_set(shd_rainbow);
|
|
5
|
var uv = sprite_get_uvs(spr_pixel_white, 0);
|
|
6
|
shader_set_uniform_f(_uniUV, uv[0], uv[2]);
|
|
7
|
shader_set_uniform_f(_uniSpeed, _speed);
|
|
8
|
shader_set_uniform_f(_uniTime, _time);
|
|
9
|
draw_sprite_ext(spr_pixel_white, 0, camerax() + 320, cameray() - 340, 220, 220, -45, c_white, rainbow_alpha);
|
|
10
|
shader_reset();
|
|
11
|
draw_set_alpha(text_alpha);
|
|
12
|
draw_set_color(c_black);
|
|
13
|
draw_set_halign(fa_center);
|
|
14
|
draw_text_ext_transformed(camerax() + (view_wport[0] / 2), cameray() + 270, stringsetsubloc("Press ~1 to try again!", scr_get_input_namescr_get_input_name
function scr_get_input_name(arg0)
{
var _control = "[?]";
if (global.is_console || obj_gamecontroller.gamepad_active)
{
_control = global.input_g[arg0];
if (_control == gp_padr)
return "\\*D ";
if (_control == gp_padl)
return "\\*A ";
if (_control == gp_padu)
return "\\*W ";
if (_control == gp_padd)
return "\\*S ";
if (_control == global.button0)
return "\\*Z ";
if (_control == global.button1)
return "\\*X ";
if (_control == global.button2)
return "\\*C ";
}
var left_bracket = (global.lang == "en") ? "[" : "[";
var right_bracket = (global.lang == "en") ? "]" : "]";
_control = left_bracket + global.asc_def[global.input_k[arg0]] + right_bracket;
if (!is_string(_control))
_control = "[?]";
else
return _control;
} (4), "obj_dw_rainbow_bg_slash_Draw_0_gml_21_0"), 4, 9999, 2, 2, 0);
|
|
15
|
draw_set_halign(fa_left);
|
|
16
|
draw_set_color(c_white);
|
|
17
|
draw_set_alpha(1);
|
|
18
|
}
|