Files
AM2R-Community-Updates/objects/oTransition.object.gmx
2020-12-22 20:54:55 -06:00

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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>ssEDFX</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>1</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>fade = 0;
moveplayer = 0;
if (global.transitiontype &gt; 1) event_user(0);
with (oCharacter) visible = true;
if(oControl.mod_previous_room == rm_a0h35) global.waterlevel = 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>if (global.transitiontype == 0) {
if (fade &lt; 1) {
fade += 0.1;
} else event_user(0);
}
if (global.transitiontype == 1) {
if (fade &lt; 1) {
fade += 0.1;
} else if (moveplayer &lt; 30) {
with (oCharacter) {
x -= (x - global.transitionx) / 10;
y -= (y - global.transitiony) / 10;
}
moveplayer += 1;
} else event_user(0);
}
//if (global.widescreen_enabled != oControl.widescreen) oControl.wAlpha = moveplayer/30;
//if (floor(moveplayer) == 15) { // fix for transitioning to 4:3 from widescreen NOPE
//}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="10">
<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>if (instance_exists(oCharacter)) {
oCharacter.x = -100;
oCharacter.y = -100;
}
// widescreen toggle on transition load
if ((global.widescreen_enabled != oControl.widescreen) &amp;&amp; (oControl.widescreen_switch == true)) {
with (oControl) {
widescreen = global.widescreen_enabled;
if (widescreen) {
widescreen_space = 106;
}
if (global.opfullscreen == 0) {
set_window_scale(window_get_height()/240);
window_set_position(window_get_x()+((53-(global.widescreen_enabled*106))*(window_get_height()/240)),window_get_y());
}
}
oControl.widescreen_switch = false;
//view_visible[2] = false;
}
room_goto(global.targetroom);
</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>if ((global.transitiontype == 0) || (global.transitiontype == 1)) {
if (surface_exists(oControl.screen_surface)) draw_surface_ext(oControl.screen_surface, -oControl.widescreen_space/2, 0, 1, 1, 0, -1, 1 - fade);
} //
/*if (global.transitiontype == 0 || global.transitiontype == 1) {
if (surface_exists(oControl.screen_surface)) draw_surface_ext(oControl.screen_surface, -oControl.widescreen_space/2, 0, 1, 1, 0, -1, 1 - fade);
}
</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>