|
1
|
light_color = 15245445;
|
|
2
|
if (obj_rhythmgame.red_glow > 0)
|
|
3
|
light_color = merge_color(#85A0E8, #FF8186, obj_rhythmgame.red_glow);
|
|
4
|
if (con > 0)
|
|
5
|
{
|
|
6
|
draw_set_blend_mode(bm_add);
|
|
7
|
var _pointX = x + lengthdir_x(20, direction - 180);
|
|
8
|
var _pointY = y + lengthdir_y(20, direction - 180);
|
|
9
|
floorY = obj_rhythmgame.y + 370 + (cos(siner / 20) * (range / 2));
|
|
10
|
pointA = scr_intercept_xscr_intercept_x
function scr_intercept_x(arg0, arg1, arg2, arg3, arg4)
{
var __ylength = lengthdir_y(arg2, arg3);
var __xlength = lengthdir_x(arg2, arg3);
var __dist = arg4 - arg1;
if (sign(__ylength) != sign(__dist) || abs(__ylength) < abs(__dist))
return arg0 + __xlength;
else
return arg0 + (__xlength * (__dist / __ylength));
} (_pointX, _pointY, 900, direction - 17, floorY);
|
|
11
|
pointB = scr_intercept_xscr_intercept_x
function scr_intercept_x(arg0, arg1, arg2, arg3, arg4)
{
var __ylength = lengthdir_y(arg2, arg3);
var __xlength = lengthdir_x(arg2, arg3);
var __dist = arg4 - arg1;
if (sign(__ylength) != sign(__dist) || abs(__ylength) < abs(__dist))
return arg0 + __xlength;
else
return arg0 + (__xlength * (__dist / __ylength));
} (_pointX, _pointY, 900, direction + 17, floorY);
|
|
12
|
draw_set_blend_mode(bm_normal);
|
|
13
|
scr_draw_set_mask(true);
|
|
14
|
draw_sprite(spr_rhythmgame_bg_overlay, 1, obj_rhythmgame.x, obj_rhythmgame.y + 100);
|
|
15
|
scr_draw_in_mask_begin();
|
|
16
|
draw_set_color(light_color);
|
|
17
|
draw_ellipse(x, floorY - 20, x + 180, floorY + 10, false);
|
|
18
|
}
|
|
19
|
gpu_set_alphatestenable(false);
|
|
20
|
gpu_set_blendmode(bm_normal);
|