function scr_parallax_background(arg0, arg1 = 0, arg2 = 0, arg3, arg4, arg5 = 0, arg6 = -4, arg7 = -4) { if (!instance_exists(obj_parallax_background)) instance_create_depth(0, 0, 0, obj_parallax_background); var _lay = -4; with (obj_parallax_background) { var _layer = layer_create(arg3); var _back = layer_background_create(_layer, arg0); _lay = { layerid: _layer, bgid: _back, xpara: arg4, ypara: arg5, xoffset: 0, yoffset: 0, yorig: arg2 }; array_push(layers, _lay); layer_background_speed(_back, 0); layer_background_index(_back, arg1); layer_background_htiled(_back, true); layer_background_xscale(_back, 2); layer_background_yscale(_back, 2); if (arg6 != -4) layer_script_begin(_layer, arg6); if (arg7 != -4) layer_script_end(_layer, arg7); layer_y(_layer, arg2); } return _lay; } function scr_parallax_background_distance(arg0, arg1 = 0, arg2 = 0, arg3 = 0, arg4 = 1, arg5 = 0, arg6 = infinity, arg7 = -4, arg8 = -4, arg9 = 0) { if (!instance_exists(obj_parallax_background)) instance_create_depth(0, 0, 0, obj_parallax_background); var _lay = -4; with (obj_parallax_background) { var _layer = layer_create(arg5); var _back = layer_background_create(_layer, arg0); var d = 0; if (arg6 != infinity) { d = arg6 / global.parallax_focal_length; d = d + 1; d = 1 / (d * d); } arg2 = (arg2 * ((480 - (sprite_get_height(arg0) * 2)) + (d * arg4 * (room_height - 40)))) + (arg9 * (d * arg4)); _lay = { layerid: _layer, bgid: _back, xpara: 1 - d, ypara: 1 - (d * arg4), xoffset: 0, yoffset: arg3, yorig: arg2 }; array_push(layers, _lay); layer_background_index(_back, arg1); layer_background_htiled(_back, true); layer_background_xscale(_back, 2); layer_background_yscale(_back, 2); layer_background_speed(_back, 0); if (arg7 != -4) layer_script_begin(_layer, arg7); if (arg8 != -4) layer_script_end(_layer, arg8); layer_y(_layer, arg3 + arg2); } return _lay; } function scr_parallax_background_distance_vtile(arg0, arg1 = 0, arg2 = 0, arg3 = 0, arg4 = 1, arg5 = 0, arg6 = infinity, arg7 = -4, arg8 = -4) { if (!instance_exists(obj_parallax_background)) instance_create_depth(0, 0, 0, obj_parallax_background); var _lay = -4; with (obj_parallax_background) { var _layer = layer_create(arg5); var _back = layer_background_create(_layer, arg0); var d = 0; if (arg6 != infinity) { d = arg6 / global.parallax_focal_length; d = d + 1; d = 1 / (d * d); } arg2 *= ((480 - (sprite_get_height(arg0) * 2)) + (d * arg4 * (room_height - 40))); _lay = { layerid: _layer, bgid: _back, xpara: 1 - d, ypara: 1 - (d * arg4), xoffset: 0, yoffset: arg3, yorig: arg2 }; array_push(layers, _lay); layer_background_index(_back, arg1); layer_background_htiled(_back, true); layer_background_vtiled(_back, true); layer_background_xscale(_back, 2); layer_background_yscale(_back, 2); layer_background_speed(_back, 0); if (arg7 != -4) layer_script_begin(_layer, arg7); if (arg8 != -4) layer_script_end(_layer, arg8); layer_y(_layer, arg3 + arg2); } return _lay; }