Deltarune script viewer

← back to main script listing

gml_Object_obj_musicenemy_dancer_Draw_0

(view raw script w/o annotations or w/e)
1
if (global.turntimer < 1)
2
    instance_destroy()
3
draw_sprite_ext(sprite_index, 1, x, y, (image_xscale * bodyflip), image_yscale, 0, c_white, image_alpha)
4
draw_sprite_ext(sprite_index, (headimage + headframe), (x + (sin(siner / 3)) * 2), y, image_xscale, image_yscale, 0, c_white, image_alpha)
5
siner++
6
x += ((sin(siner / 8)) * 3)
7
timer++
8
if (timer >= 11)
9
{
10
    frame = 1
11
    timer = 0
12
}
13
if (frame == 1)
14
{
15
    bodyflip *= -1
16
    frame = 0
17
}
18
if (shoottimer >= 22)
19
{
20
    active = 1
21
    shoottimer -= 22
22
}
23
buffer--
24
if (active == 1)
25
{
26
    if (headframe == 0 && buffer <= 0)
27
    {
28
        buffer = 2
29
        bul = instance_create(x, (y - 40), obj_musical_note_bullet)
30
        bul.gravity = 0.5 + random(0.1)
31
        bul.image_xscale = 1
32
        bul.image_yscale = 1
33
        bul.image_angle = 0
34
        bul.vspeed = -3
35
        bul.hspeed = random_range(-4, 4)
36
        bul.bultype = bultype
37
        if instance_exists(obj_battlesolid)
38
        {
39
            if (x < obj_battlesolid.x)
40
                bul.hspeed = random(4)
41
            else
42
                bul.hspeed = (-random(4))
43
        }
44
        if (bultype == 1)
45
            bul.hspeed = choose(-4, 4)
46
        bul.friction = 0.1
47
        bul.depth = obj_musicenemy_boombox.depth - 100
48
        bul.active = 1
49
        bul.depth = -100
50
        bul.copymake = 90
51
        bul.damage = damage
52
        bul.target = target
53
        bul.sprite_index = spr_bullet_laser_circle
54
        headframe = 1
55
    }
56
    headframe += 0.25
57
    if (headframe >= 2.5)
58
        active = 0
59
}
60
else
61
    headframe = 0