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obj_labfog.object.gmx
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<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_amalgam_dogball</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>1000</depth>
<persistent>0</persistent>
<parentName><undefined></parentName>
<maskName><undefined></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>xx= 0;
yy= 0;
xxspeed= 0.5;
yyspeed= 0.25;
image_alpha= 0.25;
sprite_index= 2142/* spr_labfog */;
if(room == 260) image_alpha= 0.6;
if(room == 258) image_alpha= 1;
if(global.flag[490] == 1) image_alpha= 0;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="5">
<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>caster_free(fansfx);
if(room == 260) caster_resume(global.currentsong);
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="4">
<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>fansfx= caster_load("music/deeploop2.ogg");
if(global.flag[490] == 1) {
if(room == 260) caster_loop(fansfx, 0.5, 3);
if(room == 258) caster_loop(fansfx, 0.3, 3);
}
if(room == 260) caster_pause(global.currentsong);
</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>xx+= xxspeed;
yy+= yyspeed;
if(xx > view_xview[0] + 200)
xx-= sprite_width;
if(xx < view_xview[0] - 200)
xx+= sprite_width;
if(yy > view_yview[0] + 200)
yy-= sprite_height;
if(yy < view_yview[0] - 200)
yy+= sprite_height;
draw_sprite_ext(sprite_index, 0, xx, yy, 1, 1, 0, 16777215, image_alpha);
draw_sprite_ext(sprite_index, 0, xx - sprite_width, yy - sprite_height, 1, 1, 0, 16777215, image_alpha);
draw_sprite_ext(sprite_index, 0, xx + sprite_width, yy - sprite_height, 1, 1, 0, 16777215, image_alpha);
draw_sprite_ext(sprite_index, 0, xx - sprite_width, yy + sprite_height, 1, 1, 0, 16777215, image_alpha);
draw_sprite_ext(sprite_index, 0, xx + sprite_width, yy + sprite_height, 1, 1, 0, 16777215, image_alpha);
draw_sprite_ext(sprite_index, 0, xx + sprite_width, yy, 1, 1, 0, 16777215, image_alpha);
draw_sprite_ext(sprite_index, 0, xx - sprite_width, yy, 1, 1, 0, 16777215, image_alpha);
draw_sprite_ext(sprite_index, 0, xx, yy + sprite_height, 1, 1, 0, 16777215, image_alpha);
draw_sprite_ext(sprite_index, 0, xx, yy - sprite_height, 1, 1, 0, 16777215, image_alpha);
if(image_alpha == 1 && instance_exists(1570/* obj_mainchara */))
draw_sprite_ext(obj_mainchara.sprite_index, obj_mainchara.image_index, obj_mainchara.x, obj_mainchara.y, 1, 1, 0, 0, 0.3);
</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>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>