draw_self(); if (drawblue) { draw_set_color(#1E76F0); ossafe_fill_rectangle(camerax(), cameray(), camerax() + room_width, cameray() + room_height, 0); draw_set_color(c_white); obj_gameshow_swordroute.screencolor = #1E76F0; } if (draw_static) { statictimer += 0.5; ossafe_fill_rectangle(camerax(), cameray(), camerax() + room_width, cameray() + room_height, 0); var staticalpha = 0.25; draw_sprite_ext(spr_static_effect, statictimer, 64, 32, 2, 2, 0, c_white, staticalpha); draw_sprite_ext(spr_static_effect, statictimer, 64, 288, 2, 2, 0, c_white, staticalpha); draw_sprite_ext(spr_static_effect, statictimer, 320, 32, 2, 2, 0, c_white, staticalpha); draw_sprite_ext(spr_static_effect, statictimer, 320, 288, 2, 2, 0, c_white, staticalpha); draw_sprite_ext(spr_static_effect, statictimer - 0.25, 64, 32, 2, 2, 0, c_white, staticalpha); draw_sprite_ext(spr_static_effect, statictimer - 0.25, 64, 288, 2, 2, 0, c_white, staticalpha); draw_sprite_ext(spr_static_effect, statictimer - 0.25, 320, 32, 2, 2, 0, c_white, staticalpha); draw_sprite_ext(spr_static_effect, statictimer - 0.25, 320, 288, 2, 2, 0, c_white, staticalpha); obj_gameshow_swordroute.screencolor = #ADC7EB; } if (drawblack) { draw_set_color(c_black); ossafe_fill_rectangle(camerax(), cameray(), camerax() + room_width, cameray() + room_height, 0); draw_set_color(c_white); obj_gameshow_swordroute.screencolor = c_black; }