static inline void draw_back() { using enigma_user::background_x; using enigma_user::background_y; using enigma_user::background_visible; using enigma_user::background_alpha; using enigma_user::background_xscale; using enigma_user::background_yscale; using enigma_user::background_htiled; using enigma_user::background_vtiled; using enigma_user::background_hspeed; using enigma_user::background_vspeed; using enigma_user::background_index; using enigma_user::background_coloring; using enigma_user::draw_background_tiled_ext; using enigma_user::draw_background_ext; // Draw the rooms backgrounds for (int back_current = 0; back_current < 8; back_current++) { if (background_visible[back_current] == 1) { //NOTE: This has been double checked with Game Maker 8.1 to work exactly the same, the background_x/y is modified just as object locals are //and also just as one would assume the system to work. //TODO: This should probably be moved to room system. background_x[back_current] += background_hspeed[back_current]; background_y[back_current] += background_vspeed[back_current]; if (background_htiled[back_current] || background_vtiled[back_current]) { draw_background_tiled_ext(background_index[back_current], background_x[back_current], background_y[back_current], background_xscale[back_current], background_xscale[back_current], background_coloring[back_current], background_alpha[back_current], background_htiled[back_current], background_vtiled[back_current]); } else { draw_background_ext(background_index[back_current], background_x[back_current], background_y[back_current], background_xscale[back_current], background_xscale[back_current], 0, background_coloring[back_current], background_alpha[back_current]); } } } }
static inline void draw_back() { using enigma_user::background_x; using enigma_user::background_y; using enigma_user::background_visible; using enigma_user::background_alpha; using enigma_user::background_xscale; using enigma_user::background_yscale; using enigma_user::background_htiled; using enigma_user::background_vtiled; using enigma_user::background_index; using enigma_user::background_coloring; using enigma_user::draw_background_tiled_ext; using enigma_user::draw_background_ext; //Draw backgrounds for (int back_current=0; back_current<7; back_current++) { if (background_visible[back_current] == 1) { if (background_htiled[back_current] || background_vtiled[back_current]) draw_background_tiled_ext(background_index[back_current], background_x[back_current], background_y[back_current], background_xscale[back_current], background_xscale[back_current], background_coloring[back_current], background_alpha[back_current]); else draw_background_ext(background_index[back_current], background_x[back_current], background_y[back_current], background_xscale[back_current], background_xscale[back_current], 0, background_coloring[back_current], background_alpha[back_current]); } } }