1 |
part_axis_bg_sys = part_system_create() |
2 |
part_axis_bg_em = part_emitter_create(part_axis_bg_sys) |
3 |
part_system_depth(part_axis_bg_sys, 9999) |
4 |
part_axis_bg = part_type_create() |
5 |
part_type_sprite(part_axis_bg, 238, 0, 0, 1) |
6 |
part_type_size(part_axis_bg, 2, 2, 0, 0) |
7 |
part_type_colour3(part_axis_bg, 65280, 65535, 4235519) |
8 |
part_type_alpha3(part_axis_bg, 0, 0.8, 0) |
9 |
part_type_speed(part_axis_bg, 5, 5, 0, 0) |
10 |
part_type_direction(part_axis_bg, 270, 270, 0, 0) |
11 |
part_type_life(part_axis_bg, 90, 90) |
12 |
part_type_blend(part_axis_bg, 1) |
13 |
part_axis_bg_dark = part_type_create() |
14 |
part_axis_bg_dark_speed = 4 |
15 |
part_type_sprite(part_axis_bg_dark, 238, 0, 0, 1) |
16 |
part_type_size(part_axis_bg_dark, 3, 3, 0, 0) |
17 |
var bg_color = make_color_rgb(19, 63, 26) |
18 |
var bg_color_2 = make_color_rgb(43, 145, 60) |
19 |
part_type_colour_mix(part_axis_bg_dark, bg_color, bg_color_2) |
20 |
part_type_alpha1(part_axis_bg_dark, 0.22) |
21 |
part_type_speed(part_axis_bg_dark, part_axis_bg_dark_speed, part_axis_bg_dark_speed, 0, 0) |
22 |
part_type_direction(part_axis_bg_dark, 90, 90, 0, 0) |
23 |
part_type_life(part_axis_bg_dark, 2100, 2100) |
24 |
part_type_blend(part_axis_bg_dark, 1) |
25 |
part_emitter_region(part_axis_bg_sys, part_axis_bg_em, 0, room_width, room_height, room_height, 3, 0) |
26 |
part_x_last = 0 |
27 |
alarm[0] = irandom_range(25, 45)alarm[0]instance_create(irandom_range(0, room_width), irandom_range(0, 30), obj_bacgkround_boss_battle_axis_number_spawner)
alarm[0] = irandom_range(25, 45) |
28 |
alarm[2] = irandom_range(25, 45)alarm[2]if (irandom(1) == 0)
instance_create(irandom_range(0, room_width), irandom_range(0, 30), obj_bacgkround_boss_battle_axis_number_spawner)
alarm[2] = irandom_range(25, 45) |
29 |
for (var a = room_height; a >= 0; a -= 36) |
30 |
{ |
31 |
for (var i = room_width + 15; i >= 0; i -= 36) |
32 |
{ |
33 |
if (choose(1, 2, 3) != 1) |
34 |
part_particles_create(part_axis_bg_sys, i, a, part_axis_bg_dark, 1) |
35 |
} |
36 |
} |
37 |
alarm[1] = 36 / part_axis_bg_dark_speedalarm[1]for (var i = room_width + 15; i >= 0; i -= 30)
{
if (choose(1, 2, 3) != 1)
part_particles_create(part_axis_bg_sys, i, room_height, part_axis_bg_dark, 1)
}
alarm[1] = 36 / part_axis_bg_dark_speed |
38 |
depth = 9998 |
39 |
overlay_alpha = 0 |
40 |
fade_out = false |