| 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 (var 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 (var 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 (var 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(pr_trianglelist); |
| 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 (var 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); |