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gml_Object_obj_parallax_background_steamworks_34_Draw_0

(view raw script w/o annotations or w/e)
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var view_x = __view_get((0 << 0), 0)
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draw_background(spr_steamworks_34_background, ((view_x + 200) / 1.75), 0)
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var sin_offset = (sin(current_time / 1000)) * 10 - 3
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draw_primitive_begin(4)
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draw_vertex_color(0, (gradient_height + sin_offset), colors[2], 0)
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draw_vertex_color(room_width, (gradient_height + sin_offset), colors[2], 0)
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draw_vertex_color(room_width, room_height, colors[0], 0.7)
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draw_vertex_color(room_width, room_height, colors[0], 0.7)
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draw_vertex_color(0, room_height, colors[0], 0.7)
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draw_vertex_color(0, (gradient_height + sin_offset), colors[2], 0)
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draw_primitive_end()
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draw_primitive_begin_texture(5, sprite_get_texture(spr_steamworks_34_liquidfalls, image))
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draw_vertex_texture_color(((view_x + 800) / 2), 0, 0, 0, colors[2], 1)
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draw_vertex_texture_color(((view_x + 800) / 2 + info.width), 0, 1, 0, colors[2], 1)
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draw_vertex_texture_color(((view_x + 800) / 2 + info.width), info.height, 1, 1, colors[0], 1)
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draw_vertex_texture_color(((view_x + 800) / 2), info.height, 0, 1, colors[0], 1)
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draw_vertex_texture_color(((view_x + 800) / 2), 0, 0, 0, colors[2], 1)
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draw_primitive_end()
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draw_primitive_begin_texture(5, sprite_get_texture(spr_steamworks_34_liquidfalls, (image + 2)))
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draw_vertex_texture_color(((view_x + 1200) / 2), 0, 0, 0, colors[2], 1)
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draw_vertex_texture_color(((view_x + 1200) / 2 + info.width), 0, 1, 0, colors[2], 1)
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draw_vertex_texture_color(((view_x + 1200) / 2 + info.width), info.height, 1, 1, colors[0], 1)
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draw_vertex_texture_color(((view_x + 1200) / 2), info.height, 0, 1, colors[0], 1)
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draw_vertex_texture_color(((view_x + 1200) / 2), 0, 0, 0, colors[2], 1)
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draw_primitive_end()
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draw_primitive_begin_texture(5, sprite_get_texture(spr_steamworks_34_liquidfalls, (image + 5)))
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draw_vertex_texture_color(((view_x + 1500) / 2), 0, 0, 0, colors[2], 1)
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draw_vertex_texture_color(((view_x + 1500) / 2 + info.width), 0, 1, 0, colors[2], 1)
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draw_vertex_texture_color(((view_x + 1500) / 2 + info.width), info.height, 1, 1, colors[0], 1)
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draw_vertex_texture_color(((view_x + 1500) / 2), info.height, 0, 1, colors[0], 1)
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draw_vertex_texture_color(((view_x + 1500) / 2), 0, 0, 0, colors[2], 1)
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draw_primitive_end()
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image += 0.5
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image %= info.num_subimages