1 |
if live_call() |
2 |
return global.live_result; |
3 |
draw_set_alpha(draw_alpha) |
4 |
draw_set_color(make_color_rgb(31, 25, 94)) |
5 |
var offset_x = (max_size_x - (grid_size_x - bg_grid_offset)) / 2 |
6 |
var offset_y = (max_size_y - (grid_size_y - bg_grid_offset)) / 2 |
7 |
var rect_size_x = (grid_size_x - bg_grid_offset) / grid_n_x |
8 |
var rect_size_y = (grid_size_y - bg_grid_offset) / grid_n_y |
9 |
for (var i = 0; i <= grid_n_x; i++) |
10 |
draw_line_width((offset_x + i * rect_size_x), offset_y, (offset_x + i * rect_size_x), (max_size_y - offset_y), 1) |
11 |
for (i = 0; i <= grid_n_y; i++) |
12 |
draw_line_width(offset_x, (offset_y + i * rect_size_y), (max_size_x - offset_x), (offset_y + i * rect_size_y), 1) |
13 |
draw_set_color(make_color_rgb(5, 45, 89)) |
14 |
offset_x = (max_size_x - grid_size_x) / 2 |
15 |
offset_y = (max_size_y - grid_size_y) / 2 |
16 |
rect_size_x = grid_size_x / grid_n_x |
17 |
rect_size_y = grid_size_y / grid_n_y |
18 |
for (i = 0; i <= grid_n_x; i++) |
19 |
draw_line_width((offset_x + i * rect_size_x), offset_y, (offset_x + i * rect_size_x), (max_size_y - offset_y), 1) |
20 |
for (i = 0; i <= grid_n_y; i++) |
21 |
draw_line_width(offset_x, (offset_y + i * rect_size_y), (max_size_x - offset_x), (offset_y + i * rect_size_y), 1) |
22 |
if draw_shader |
23 |
{ |
24 |
shader_set(shader) |
25 |
draw_primitive_begin(4) |
26 |
draw_vertex(offset_x, offset_y) |
27 |
draw_vertex((max_size_x - offset_x + 1), offset_y) |
28 |
draw_vertex((max_size_x - offset_x + 1), (max_size_y - offset_y + 1)) |
29 |
draw_vertex((max_size_x - offset_x + 1), (max_size_y - offset_y + 1)) |
30 |
draw_vertex(offset_x, (max_size_y - offset_y + 1)) |
31 |
draw_vertex(offset_x, offset_y) |
32 |
draw_primitive_end() |
33 |
shader_set_uniform_f(u_size, power(1.7, ((1 - global.current_hp_enemy / 1000) * 10 - 5))) |
34 |
shader_reset() |
35 |
} |
36 |
for (i = 0; i < array_length(stars); i++) |
37 |
draw_sprite(spr_martlet_final_background_stars, stars[i][2], stars[i][0], stars[i][1]) |
38 |
draw_set_alpha(1) |