|
1
|
if (sunkus_kb_check_pressed(66))
|
|
2
|
active = !active;
|
|
3
|
image_alpha = scr_movetowardsscr_movetowards
function scr_movetowards(arg0, arg1, arg2)
{
if (arg0 == arg1)
return arg0;
else if (arg0 > arg1)
return max(arg0 - arg2, arg1);
else
return min(arg0 + arg2, arg1);
}
function scr_obj_movetowards_obj(arg0, arg1, arg2 = 0, arg3 = 0)
{
scr_obj_movetowards_point(arg0.x + arg2, arg0.y + arg3, arg1);
}
function scr_obj_movetowards_point(arg0, arg1, arg2)
{
var _distance = point_distance(x, y, arg0, arg1);
if (arg2 >= _distance)
{
x = arg0;
y = arg1;
}
else
{
var _direction = point_direction(x, y, arg0, arg1);
x += lengthdir_x(arg2, _direction);
y += lengthdir_y(arg2, _direction);
}
} (image_alpha, active ? max_darkness : min_darkness, 0.05);
|
|
4
|
if (image_alpha == 0)
|
|
5
|
exit;
|
|
6
|
if (!surface_exists(darkness_surf))
|
|
7
|
darkness_surf = surface_create(640, 480);
|
|
8
|
if (!surface_exists(upper_surf))
|
|
9
|
upper_surf = surface_create(640, 480);
|
|
10
|
if (!surface_exists(lower_surf))
|
|
11
|
lower_surf = surface_create(640, 480);
|
|
12
|
surface_set_target(darkness_surf);
|
|
13
|
draw_set_blend_mode(bm_normal);
|
|
14
|
draw_clear(c_black);
|
|
15
|
with (obj_lightsource_behind)
|
|
16
|
event_user(6);
|
|
17
|
surface_reset_target();
|
|
18
|
surface_set_target(lower_surf);
|
|
19
|
draw_set_blend_mode(bm_normal);
|
|
20
|
draw_clear_alpha(c_black, 0);
|
|
21
|
var _arrayCount = 0;
|
|
22
|
var _upperArrayCount = 0;
|
|
23
|
var _upper_array;
|
|
24
|
with (obj_mainchara)
|
|
25
|
{
|
|
26
|
if (floorheight >= 1)
|
|
27
|
{
|
|
28
|
_upper_array[_upperArrayCount] = self;
|
|
29
|
_upperArrayCount++;
|
|
30
|
}
|
|
31
|
else
|
|
32
|
{
|
|
33
|
_char_array[_arrayCount] = self;
|
|
34
|
_arrayCount++;
|
|
35
|
}
|
|
36
|
}
|
|
37
|
with (obj_caterpillarchara)
|
|
38
|
{
|
|
39
|
_char_array[_arrayCount] = self;
|
|
40
|
_arrayCount++;
|
|
41
|
}
|
|
42
|
with (obj_npc_room)
|
|
43
|
{
|
|
44
|
_char_array[_arrayCount] = self;
|
|
45
|
_arrayCount++;
|
|
46
|
}
|
|
47
|
with (obj_npc_room_animated)
|
|
48
|
{
|
|
49
|
_char_array[_arrayCount] = self;
|
|
50
|
_arrayCount++;
|
|
51
|
}
|
|
52
|
with (obj_darkness_unlit_object_interactable)
|
|
53
|
{
|
|
54
|
_char_array[_arrayCount] = self;
|
|
55
|
_arrayCount++;
|
|
56
|
}
|
|
57
|
with (obj_character_church_window_silhouette)
|
|
58
|
{
|
|
59
|
_char_array[_arrayCount] = self;
|
|
60
|
_arrayCount++;
|
|
61
|
}
|
|
62
|
with (obj_darkness_unlit_object)
|
|
63
|
{
|
|
64
|
_char_array[_arrayCount] = self;
|
|
65
|
_arrayCount++;
|
|
66
|
}
|
|
67
|
with (obj_darkness_bullet)
|
|
68
|
{
|
|
69
|
_char_array[_arrayCount] = self;
|
|
70
|
_arrayCount++;
|
|
71
|
}
|
|
72
|
with (obj_dw_church_pushableshelf_3x3)
|
|
73
|
{
|
|
74
|
_char_array[_arrayCount] = self;
|
|
75
|
_arrayCount++;
|
|
76
|
}
|
|
77
|
var _char_array = scr_sort_by_depthscr_sort_by_depth
function scr_sort_by_depth(arg0, arg1)
{
if (arg1)
{
array_sort(arg0, function(arg0, arg1)
{
return arg0.depth - arg1.depth;
});
}
else
{
array_sort(arg0, function(arg0, arg1)
{
return arg1.depth - arg0.depth;
});
}
return arg0;
}
function scr_sort_by_depth_old(arg0, arg1)
{
var _array = arg0;
var _ascending = arg1;
var _array_length = array_length(arg0);
var _loopStart = 1;
var _depth_array;
for (i = 0; i < _array_length; i++)
_depth_array[i] = _array[i].depth;
var _tempValue = 0;
var _loopAgain = true;
while (_loopAgain == true)
{
_loopAgain = false;
for (i = _loopStart; i < _array_length; i++)
{
if (i == _loopStart)
_loopStart = _array_length - 1;
if (_depth_array[i] == _depth_array[i - 1])
{
if (_ascending == (real(_array[i].id) > real(_array[i - 1].id)))
continue;
}
if (_ascending == (_depth_array[i] < _depth_array[i - 1]) || _depth_array[i] == _depth_array[i - 1])
{
_loopAgain = true;
_tempValue = _depth_array[i - 1];
_depth_array[i - 1] = _depth_array[i];
_depth_array[i] = _tempValue;
_tempValue = _array[i - 1];
_loopStart = min(_loopStart, max(i - 1, 1));
_array[i - 1] = _array[i];
_array[i] = _tempValue;
}
}
}
return _array;
} (_char_array, false);
|
|
78
|
if (_upperArrayCount > 0)
|
|
79
|
_upper_array = scr_sort_by_depthscr_sort_by_depth
function scr_sort_by_depth(arg0, arg1)
{
if (arg1)
{
array_sort(arg0, function(arg0, arg1)
{
return arg0.depth - arg1.depth;
});
}
else
{
array_sort(arg0, function(arg0, arg1)
{
return arg1.depth - arg0.depth;
});
}
return arg0;
}
function scr_sort_by_depth_old(arg0, arg1)
{
var _array = arg0;
var _ascending = arg1;
var _array_length = array_length(arg0);
var _loopStart = 1;
var _depth_array;
for (i = 0; i < _array_length; i++)
_depth_array[i] = _array[i].depth;
var _tempValue = 0;
var _loopAgain = true;
while (_loopAgain == true)
{
_loopAgain = false;
for (i = _loopStart; i < _array_length; i++)
{
if (i == _loopStart)
_loopStart = _array_length - 1;
if (_depth_array[i] == _depth_array[i - 1])
{
if (_ascending == (real(_array[i].id) > real(_array[i - 1].id)))
continue;
}
if (_ascending == (_depth_array[i] < _depth_array[i - 1]) || _depth_array[i] == _depth_array[i - 1])
{
_loopAgain = true;
_tempValue = _depth_array[i - 1];
_depth_array[i - 1] = _depth_array[i];
_depth_array[i] = _tempValue;
_tempValue = _array[i - 1];
_loopStart = min(_loopStart, max(i - 1, 1));
_array[i - 1] = _array[i];
_array[i] = _tempValue;
}
}
}
return _array;
} (_upper_array, false);
|
|
80
|
if (castShadow)
|
|
81
|
{
|
|
82
|
for (i = 0; i < _arrayCount; i++)
|
|
83
|
{
|
|
84
|
target_object = _char_array[i];
|
|
85
|
event_user(0);
|
|
86
|
}
|
|
87
|
}
|
|
88
|
battlemode = false;
|
|
89
|
if (instance_exists(obj_battleLayerHighlight))
|
|
90
|
{
|
|
91
|
battlemode = true;
|
|
92
|
with (obj_battleLayerHighlight)
|
|
93
|
{
|
|
94
|
show_border = 0;
|
|
95
|
if (sprite_exists(spr_battleborder))
|
|
96
|
{
|
|
97
|
d3d_set_fog(true, #202020, 0, 1);
|
|
98
|
draw_sprite_ext(spr_battleborder, 0, -camerax(), -cameray(), 1, 1, 0, c_white, 1);
|
|
99
|
d3d_set_fog(false, c_white, 0, 0);
|
|
100
|
draw_sprite_ext(spr_battleborder, 0, -camerax(), -cameray(), 1, 1, 0, c_white, myalpha);
|
|
101
|
}
|
|
102
|
}
|
|
103
|
}
|
|
104
|
for (i = 0; i < _arrayCount; i++)
|
|
105
|
{
|
|
106
|
target_object = _char_array[i];
|
|
107
|
event_user(1);
|
|
108
|
}
|
|
109
|
surface_reset_target();
|
|
110
|
if (_upperArrayCount > 0)
|
|
111
|
{
|
|
112
|
surface_set_target(upper_surf);
|
|
113
|
draw_clear_alpha(c_black, 0);
|
|
114
|
for (i = 0; i < _upperArrayCount; i++)
|
|
115
|
{
|
|
116
|
target_object = _upper_array[i];
|
|
117
|
event_user(0);
|
|
118
|
}
|
|
119
|
if (battlemode)
|
|
120
|
{
|
|
121
|
with (obj_battleLayerHighlight)
|
|
122
|
{
|
|
123
|
show_border = 0;
|
|
124
|
if (sprite_exists(spr_battleborder))
|
|
125
|
{
|
|
126
|
d3d_set_fog(true, #202020, 0, 1);
|
|
127
|
draw_sprite_ext(spr_battleborder, 0, -camerax(), -cameray(), 1, 1, 0, c_white, 1);
|
|
128
|
d3d_set_fog(false, c_white, 0, 0);
|
|
129
|
draw_sprite_ext(spr_battleborder, 0, -camerax(), -cameray(), 1, 1, 0, c_white, myalpha);
|
|
130
|
}
|
|
131
|
}
|
|
132
|
}
|
|
133
|
for (i = 0; i < _upperArrayCount; i++)
|
|
134
|
{
|
|
135
|
target_object = _upper_array[i];
|
|
136
|
event_user(1);
|
|
137
|
}
|
|
138
|
}
|
|
139
|
surface_reset_target();
|
|
140
|
surface_set_target(darkness_surf);
|
|
141
|
draw_surface(lower_surf, 0, 0);
|
|
142
|
if (_upperArrayCount > 0)
|
|
143
|
draw_surface(upper_surf, 0, 0);
|
|
144
|
draw_set_blend_mode(bm_subtract);
|
|
145
|
with (obj_lightsource)
|
|
146
|
event_user(6);
|
|
147
|
surface_reset_target();
|
|
148
|
draw_set_blend_mode(bm_normal);
|
|
149
|
draw_surface_ext(darkness_surf, camerax(), cameray(), 1, 1, 0, c_white, 0.5 * image_alpha);
|