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gml_Object_obj_barrier_cutscene_Step_0

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if live_call()
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    return global.live_result;
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switch scene
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{
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    case 0:
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        cutscene_wait(1.5)
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        break
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    case 1:
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        with (obj_barrier_container)
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            image_speed = 1
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        audio_play_sound(snd_undertale_appear, 1, 0)
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        cutscene_advance()
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        break
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    case 2:
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        if (!instance_exists(obj_barrier_container))
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            cutscene_wait(1)
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        break
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    case 3:
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        var all_approached = true
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        with (obj_barrier_soul)
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        {
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            direction = point_direction(x, y, soul_target_x, soul_target_y)
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            if (point_distance(x, y, soul_target_x, soul_target_y) > 20)
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            {
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                if (speed < 2)
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                    speed += 0.1
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            }
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            else
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            {
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                speed = 0
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                x = lerp(x, soul_target_x, 0.1)
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                y = lerp(y, soul_target_y, 0.1)
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            }
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            if (abs(x - soul_target_x) <= 0.1 && abs(y - soul_target_y) <= 0.1)
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            {
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                x = soul_target_x
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                y = soul_target_y
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            }
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            if (x != soul_target_x || y != soul_target_y)
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                all_approached = false
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        }
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        if all_approached
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            cutscene_advance()
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        break
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    case 4:
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        cutscene_wait(1)
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        break
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    case 5:
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        cutscene_instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
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        break
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    case 6:
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        obj_player_npc.action_sprite = true
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        obj_player_npc.sprite_index = spr_pl_up
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        obj_player_npc.image_speed = 0.1
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        obj_player_npc.vspeed = -0.5
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        cutscene_advance()
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        break
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    case 7:
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        if (obj_player_npc.y < 170)
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        {
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            with (obj_barrier_soul)
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                vspeed = -0.5
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        }
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        if (obj_player_npc.y < 140)
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        {
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            obj_player_npc.vspeed = 0
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            with (obj_barrier_soul)
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                vspeed = 0
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            cutscene_advance()
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        }
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        break
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    case 8:
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        cutscene_wait(0.5)
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        break
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    case 9:
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        draw_alpha += 0.1
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        if (draw_alpha >= 1)
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            cutscene_advance()
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        break
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    case 10:
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        cutscene_wait(1)
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        break
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    case 11:
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        with (obj_barrier_soul)
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        {
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            if (soul_color != 16777215)
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            {
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                human_alpha += 0.05
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                if (human_alpha >= 0.75)
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                    other.scene = 12
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            }
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        }
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        break
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    case 12:
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        cutscene_wait(3)
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        break
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    case 13:
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        cutscene_screen_fade_out(16777215, 0.01)
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        var cymbal_sound = audio_play_sound(mus_cymbal, 1, 0)
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        audio_sound_set_track_position(cymbal_sound, 1)
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        cutscene_advance()
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        break
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    case 14:
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        if (!audio_is_playing(mus_cymbal))
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        {
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            instance_destroy(obj_radio)
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            audio_stop_all()
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            room = rm_credits_geno
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        }
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        break
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}
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depth = obj_pl.depth + 1