if (init == 0) { init = 1; mysolid[0] = instance_create(x, y, obj_board_solid); mysolid[0].image_xscale = 0.5; mysolid[0].image_yscale = 0.5; mysolid[0].image_blend = c_red; mysolid[0].image_alpha = 1; mysolid[0].depth = -1; mysolid[1] = instance_create(x + 16, y, obj_board_solid); mysolid[1].image_xscale = 0.5; mysolid[1].image_yscale = 0.5; mysolid[1].image_blend = c_blue; mysolid[1].image_alpha = 1; mysolid[1].depth = -1; mysolid[2] = instance_create(x, y + 16, obj_board_solid); mysolid[2].image_xscale = 0.5; mysolid[2].image_yscale = 0.5; mysolid[2].image_blend = c_green; mysolid[2].image_alpha = 1; mysolid[2].depth = -1; mysolid[3] = instance_create(x + 16, y + 16, obj_board_solid); mysolid[3].image_xscale = 0.5; mysolid[3].image_yscale = 0.5; mysolid[3].image_blend = c_yellow; mysolid[3].image_alpha = 1; mysolid[3].depth = -1; } if (active && init) { for (var i = 0; i < 4; i++) { mysolid[i].visible = false; s_active[i] = true; } if (i_ex(obj_board_grayregion)) { if (i_ex(collision_rectangle(x + 4, y + 4, x + 8, y + 8, obj_board_grayregion, false, true))) { mysolid[0].visible = false; s_active[0] = false; } if (i_ex(collision_rectangle(x + 4 + 16, y + 4, x + 8 + 16, y + 8, obj_board_grayregion, false, true))) { mysolid[1].visible = false; s_active[1] = false; } if (i_ex(collision_rectangle(x + 4, y + 4 + 16, x + 8, y + 8 + 16, obj_board_grayregion, false, true))) { mysolid[2].visible = false; s_active[2] = false; } if (i_ex(collision_rectangle(x + 4 + 16, y + 4 + 16, x + 8 + 16, y + 8 + 16, obj_board_grayregion, false, true))) { mysolid[3].visible = false; s_active[3] = false; } } if (s_active[0] == false) { mysolid[0].x = room_width; mysolid[0].y = room_height; } else { mysolid[0].x = x + 0; mysolid[0].y = y + 0; } if (s_active[1] == false) { mysolid[1].x = room_width; mysolid[1].y = room_height; } else { mysolid[1].x = x + 16; mysolid[1].y = y + 0; } if (s_active[2] == false) { mysolid[2].x = room_width; mysolid[2].y = room_height; } else { mysolid[2].x = x + 0; mysolid[2].y = y + 16; } if (s_active[3] == false) { mysolid[3].x = room_width; mysolid[3].y = room_height; } else { mysolid[3].x = x + 16; mysolid[3].y = y + 16; } scr_depth_board(); if ((s_active[0] + s_active[1] + s_active[2] + s_active[3]) != 4) depth = 999999; }