You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
AM2R-TimeTrials/objects/oA5ActivationBG.object.gmx

121 lines
5.7 KiB

<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>sEDBg2</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>1000</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>xoffset = 110;
yoffset = 180;
xratio = 0.6;
yratio = 0.6;
i = 0;
light_alpha = 0;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>i += 0.02;
if (i &gt; 99999999) i = 0;
light_alpha = 0.05 + abs(sin(i));
if (light_alpha &gt; 1) light_alpha = 1;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="8" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>draw_background_ext(bgA5Activation, floor(view_xview[0] * xratio + xoffset - view_wview[0] / 2 + 400), floor(view_yview[0] * yratio + yoffset), 1, 1, 0, -1, 1);
draw_background_ext(bgA5Activation, floor(view_xview[0] * xratio + xoffset - view_wview[0] / 2 + 400), floor(view_yview[0] * yratio + yoffset), 1, -1, 0, -1, 1);
draw_background_ext(bgA5Activation, floor(view_xview[0] * xratio - xoffset - view_wview[0] / 2 + 400), floor(view_yview[0] * yratio + yoffset), 1, 1, 0, -1, 1);
draw_background_ext(bgA5Activation, floor(view_xview[0] * xratio - xoffset - view_wview[0] / 2 + 400), floor(view_yview[0] * yratio + yoffset), 1, -1, 0, -1, 1);
draw_background_ext(bgA5Activation, floor(view_xview[0] * xratio + xoffset * 2 - view_wview[0] / 2 + 400), floor(view_yview[0] * yratio + yoffset), 1, 1, 0, -1, 1);
draw_background_ext(bgA5Activation, floor(view_xview[0] * xratio + xoffset * 2 - view_wview[0] / 2 + 400), floor(view_yview[0] * yratio + yoffset), 1, -1, 0, -1, 1);
draw_background_ext(bgA5Activation, floor(view_xview[0] * xratio - xoffset * 2 - view_wview[0] / 2 + 400), floor(view_yview[0] * yratio + yoffset), 1, 1, 0, -1, 1);
draw_background_ext(bgA5Activation, floor(view_xview[0] * xratio - xoffset * 2 - view_wview[0] / 2 + 400), floor(view_yview[0] * yratio + yoffset), 1, -1, 0, -1, 1);
if (global.event[250] &gt; 0) {
draw_set_blend_mode(bm_add);
draw_background_ext(bgA5ActivationLights, floor(view_xview[0] * xratio + xoffset - view_wview[0] / 2 + 400), floor(view_yview[0] * yratio + yoffset), 1, 1, 0, -1, light_alpha);
draw_background_ext(bgA5ActivationLights, floor(view_xview[0] * xratio + xoffset - view_wview[0] / 2 + 400), floor(view_yview[0] * yratio + yoffset), 1, -1, 0, -1, light_alpha);
draw_background_ext(bgA5ActivationLights, floor(view_xview[0] * xratio - xoffset - view_wview[0] / 2 + 400), floor(view_yview[0] * yratio + yoffset), 1, 1, 0, -1, light_alpha);
draw_background_ext(bgA5ActivationLights, floor(view_xview[0] * xratio - xoffset - view_wview[0] / 2 + 400), floor(view_yview[0] * yratio + yoffset), 1, -1, 0, -1, light_alpha);
draw_background_ext(bgA5ActivationLights, floor(view_xview[0] * xratio + xoffset * 2 - view_wview[0] / 2 + 400), floor(view_yview[0] * yratio + yoffset), 1, 1, 0, -1, light_alpha);
draw_background_ext(bgA5ActivationLights, floor(view_xview[0] * xratio + xoffset * 2 - view_wview[0] / 2 + 400), floor(view_yview[0] * yratio + yoffset), 1, -1, 0, -1, light_alpha);
draw_background_ext(bgA5ActivationLights, floor(view_xview[0] * xratio - xoffset * 2 - view_wview[0] / 2 + 400), floor(view_yview[0] * yratio + yoffset), 1, 1, 0, -1, light_alpha);
draw_background_ext(bgA5ActivationLights, floor(view_xview[0] * xratio - xoffset * 2 - view_wview[0] / 2 + 400), floor(view_yview[0] * yratio + yoffset), 1, -1, 0, -1, light_alpha);
draw_set_blend_mode(bm_normal);
}
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>-1</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>