drawblack = 1; makelines = 1; makecoaster = 0; ymodifier = -80; ymodifierb = 0; makeclouds = 1; makecity = 1; makeground = 1; ssymod = 1; if (room == room_dw_cyber_intro_2) { makecity = 0; makeground = 0; makelines = 0; } if (room == room_dw_cyber_savepoint) ymodifier = 0; if (room == room_dw_cyber_battle_maze_1) ymodifier = -100; if (room == room_dw_cyber_music_bullet) { ymodifier = 60; ssymod = 5; } if (room == room_dw_cyber_tasque_battle) ymodifier = 60; if (room == room_dw_cyber_keyboard_puzzle_1) ymodifier = 60; if (room == room_dw_cyber_maze_fireworks) ymodifier = 5; if (room == room_dw_cyber_post_music_boss_slide) { drawblack = 1; ymodifier = 1880; } if (room == room_dw_cyber_teacup_final) { drawblack = 0; ymodifier = 7000; } with (obj_mainchara) bg = 1; layersprites = [spr_bg_cyber_parallax_clouds, spr_bg_cyber_parallax_buildings, spr_bg_cyber_parallax_coaster, spr_bg_cyber_parallax_ground]; drawx = camerax(); drawy = cameray(); siner = 0; y_offset = -80; y_startpos = ystart; clouds_drawy = 0; ground_drawy = 0; room_scale = room_width / 20; for (var i = 0; i < array_length_1d(layersprites); i++) { if (i == 2) ymodifierb = 80; if (i == 0) ymodifierb = -ymodifier - 10; var bglayer = instance_create(0, ymodifier + ymodifierb, obj_parallaxer_layer_cyber); bglayer.ss = (0.24 * array_length_1d(layersprites)) - (0.02 * i); bglayer.ssy = bglayer.ss * 0.2 * ssymod; bglayer.sprite_index = layersprites[i]; if (i == 0) bglayer.ssy = 1; if (makecoaster == 0 && i == 2) bglayer.visible = 0; if (makecity == 0 && i == 1) bglayer.visible = 0; if (makeclouds == 0 && i == 0) bglayer.visible = 0; if (makeground == 0 && i == 3) bglayer.visible = 0; bglayer.drawblack = drawblack; bglayer.shadoweffect = 1; if (i == 1) bglayer.citylights = 1; if (i == 0) bglayer.shadoweffect = 1; bglayer.depth = 1005500 - (i * 100); ymodifierb = 0; } depth = 1005000; if (room == room_dw_cyber_teacup_final) depth = 1005100; init = 0;