|
1
|
part_axis_bg_sys = part_system_create();
|
|
2
|
part_axis_bg_em = part_emitter_create(part_axis_bg_sys);
|
|
3
|
part_system_depth(part_axis_bg_sys, 9999);
|
|
4
|
part_axis_bg = part_type_create();
|
|
5
|
part_type_sprite(part_axis_bg, 238, 0, 0, 1);
|
|
6
|
part_type_size(part_axis_bg, 2, 2, 0, 0);
|
|
7
|
part_type_colour3(part_axis_bg, 65280, 65535, 4235519);
|
|
8
|
part_type_alpha3(part_axis_bg, 0, 0.8, 0);
|
|
9
|
part_type_speed(part_axis_bg, 5, 5, 0, 0);
|
|
10
|
part_type_direction(part_axis_bg, 270, 270, 0, 0);
|
|
11
|
part_type_life(part_axis_bg, 90, 90);
|
|
12
|
part_type_blend(part_axis_bg, 1);
|
|
13
|
part_axis_bg_dark = part_type_create();
|
|
14
|
part_axis_bg_dark_speed = 4;
|
|
15
|
part_type_sprite(part_axis_bg_dark, 238, 0, 0, 1);
|
|
16
|
part_type_size(part_axis_bg_dark, 3, 3, 0, 0);
|
|
17
|
var bg_color = make_color_rgb(19, 63, 26);
|
|
18
|
var bg_color_2 = make_color_rgb(43, 145, 60);
|
|
19
|
part_type_colour_mix(part_axis_bg_dark, bg_color, bg_color_2);
|
|
20
|
part_type_alpha1(part_axis_bg_dark, 0.22);
|
|
21
|
part_type_speed(part_axis_bg_dark, part_axis_bg_dark_speed, part_axis_bg_dark_speed, 0, 0);
|
|
22
|
part_type_direction(part_axis_bg_dark, 90, 90, 0, 0);
|
|
23
|
part_type_life(part_axis_bg_dark, 2100, 2100);
|
|
24
|
part_type_blend(part_axis_bg_dark, 1);
|
|
25
|
part_emitter_region(part_axis_bg_sys, part_axis_bg_em, 0, room_width, room_height, room_height, 3, 0);
|
|
26
|
part_x_last = 0;
|
|
27
|
alarm[0] = irandom_range(25, 45); gml_Object_obj_background_boss_battle_axis_yellow_Alarm_0.gml
instance_create(irandom_range(0, room_width), irandom_range(0, 30), obj_bacgkround_boss_battle_axis_number_spawner);
alarm[0] = irandom_range(25, 45);
|
|
28
|
alarm[2] = irandom_range(25, 45); gml_Object_obj_background_boss_battle_axis_yellow_Alarm_2.gml
if (irandom(1) == 0)
instance_create(irandom_range(0, room_width), irandom_range(0, 30), obj_bacgkround_boss_battle_axis_number_spawner);
alarm[2] = irandom_range(25, 45);
|
|
29
|
for (var a = room_height; a >= 0; a -= 36)
|
|
30
|
{
|
|
31
|
var i = room_width + 15;
|
|
32
|
while (i >= 0)
|
|
33
|
{
|
|
34
|
if (choose(1, 2, 3) != 1)
|
|
35
|
part_particles_create(part_axis_bg_sys, i, a, part_axis_bg_dark, 1);
|
|
36
|
i -= 36;
|
|
37
|
}
|
|
38
|
}
|
|
39
|
alarm[1] = 36 / part_axis_bg_dark_speed; gml_Object_obj_background_boss_battle_axis_yellow_Alarm_1.gml
var i = room_width + 15;
while (i >= 0)
{
if (choose(1, 2, 3) != 1)
part_particles_create(part_axis_bg_sys, i, room_height, part_axis_bg_dark, 1);
i -= 30;
}
alarm[1] = 36 / part_axis_bg_dark_speed;
|
|
40
|
depth = 9998;
|
|
41
|
overlay_alpha = 0;
|
|
42
|
fade_out = false;
|