Deltarune (Chapter 4) script viewer

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gml_Object_obj_soundtester_Draw_0

(view raw script w/o annotations or w/e)
1
draw_set_color(c_white);
2
draw_set_font(fnt_mainbig);
3
var xpos = 24;
4
var ypos = 180;
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var space = 28;
6
i = current - 10;
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while (i < (current + 10))
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{
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    if (i < soundtotal && i > 0)
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    {
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        draw_set_halign(fa_right);
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        if (i == current)
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        {
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            draw_sprite(spr_heart, 0, xpos - 20, ypos + ((i - current) * space) + 8);
15
            draw_set_color(c_yellow);
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        }
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        draw_set_font(fnt_main);
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        draw_text((xpos + 40) - 5, ypos + ((i - current) * space) + 7, "#" + string(i));
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        draw_set_font(fnt_small);
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        draw_text((xpos + 40) - 5, ypos + ((i - current) * space) + 21, "id: " + string(asset_get_index(soundName[i])));
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        draw_set_font(fnt_mainbig);
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        draw_set_halign(fa_left);
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        draw_text(xpos + 40, ypos + ((i - current) * space), soundName[i]);
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        draw_set_color(c_white);
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    }
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    i++;
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}
28
xpos = 480;
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ypos = 300;
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space = 16;
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var counter = 0;
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draw_sprite_ext(spr_pxwhite, 0, xpos, 0, 320, 480, 0, c_black, 0.8);
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draw_set_font(fnt_main);
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draw_text(xpos + 8, ypos + (space * counter), "Z:Play");
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counter++;
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draw_text(xpos + 8, ypos + (space * counter), "Arrows:Move");
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counter++;
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draw_text(xpos + 8, ypos + (space * counter), "M:Mute");
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counter++;
40
draw_text(xpos + 8, ypos + (space * counter), "J:Jump to sound");
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counter++;
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draw_text(xpos + 8, ypos + (space * counter), "D:Dump sound list");
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counter++;
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draw_text(xpos + 8, ypos + (space * counter), "PgUp:Top");
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counter++;
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draw_text(xpos + 8, ypos + (space * counter), "PgDown:End");
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counter++;
48
draw_text(xpos + 8, ypos + (space * counter), "A:Auto (" + string(auto) + ")");
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counter++;
50
draw_text(xpos + 8, ypos + (space * counter), "Y / U: Change Pitch");
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counter++;
52
draw_text(xpos + 8, ypos + (space * counter), "Pitch=" + string(pitch));
53
counter++;