Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_guardener_meter_Draw_0

(view raw script w/o annotations or w/e)
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
}