1 |
if live_call() |
2 |
return global.live_result; |
3 |
draw_self() |
4 |
shader_set(sh_meter) |
5 |
color_fill = lerp(color_fill, curr_fill, 0.1) |
6 |
shader_set_uniform_f(u_nb_rect, (color_fill - 1)) |
7 |
shader_set_uniform_f(u_time, (current_time / 1000)) |
8 |
for (var i = 0; i < curr_fill; i++) |
9 |
draw_rectangle((x + cood_offset[0] + i * 10), (y + cood_offset[1]), (x + cood_offset[0] + i * 10 + 8), (y + cood_offset[1] + 14), false) |
10 |
if (curr_fill != prev_fill) |
11 |
{ |
12 |
anim_curve = (power((a + b), (a + b))) / ((power(a, a)) * (power(b, b))) * (power(anim_timer, a)) * (power((1 - anim_timer), b)) * 1.5 |
13 |
anim_timer += spd |
14 |
rect_centered_coods = [(x + cood_offset[0] + curr_fill * 10 + 4), (y + cood_offset[1] + 7)] |
15 |
draw_rectangle((rect_centered_coods[0] - 4 * anim_curve), (rect_centered_coods[1] - 7 * anim_curve), (rect_centered_coods[0] + 4 * anim_curve), (rect_centered_coods[1] + 7 * anim_curve), false) |
16 |
if (anim_timer >= 1) |
17 |
{ |
18 |
if (curr_fill != 0) |
19 |
global.enemy_attacking = true |
20 |
prev_fill = curr_fill |
21 |
anim_timer = 0.3737 |
22 |
} |
23 |
} |
24 |
shader_reset() |
25 |
if (prev_fill == 0) |
26 |
{ |
27 |
anim_curve = (round((cos(current_time / 300)) * 0.5 + 0.5)) * 255 |
28 |
image_blend = make_color_rgb(255, 255, anim_curve) |
29 |
} |