draw_set_color(attack_beam_draw_color) var x_original = 0 var x_max = room_width draw_rectangle(x_original, (y - attack_beam_width_current / 2), x_max, (y + attack_beam_width_current / 2), false) draw_rectangle(x_original, (y - attack_beam_width_current / 2), x_max, (y + attack_beam_width_current / 2), true)