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gml_Object_obj_guardener_meter_Draw_0

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1
if (live_call())
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    return global.live_result;
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draw_self();
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shader_set(sh_meter);
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color_fill = lerp(color_fill, curr_fill, 0.1);
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shader_set_uniform_f(u_nb_rect, color_fill - 1);
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shader_set_uniform_f(u_time, current_time / 1000);
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for (var i = 0; i < curr_fill; i++)
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    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);
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if (curr_fill != prev_fill)
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{
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    anim_curve = (power(a + b, a + b) / (power(a, a) * power(b, b))) * power(anim_timer, a) * power(1 - anim_timer, b) * 1.5;
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    anim_timer += spd;
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    rect_centered_coods = [x + cood_offset[0] + (curr_fill * 10) + 4, y + cood_offset[1] + 7];
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    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);
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    if (anim_timer >= 1)
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    {
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        if (curr_fill != 0)
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            global.enemy_attacking = true;
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        prev_fill = curr_fill;
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        anim_timer = 0.3737;
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    }
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}
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shader_reset();
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if (prev_fill == 0)
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{
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    anim_curve = round((cos(current_time / 300) * 0.5) + 0.5) * 255;
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    image_blend = make_color_rgb(255, 255, anim_curve);
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}