draw_set_halign(fa_left); var dx = camera_get_view_x(global.camera); var dy = camera_get_view_y(global.camera); //draw_text( 5 + dx, 5 + dy, fps );draw_text( 20 + dx,300 + dy, scr_input_get( INPUT_LEFT ) ); //draw_text( 70 + dx,300 + dy, scr_input_get( INPUT_RIGHT ) ); //draw_text( 45 + dx,280 + dy, scr_input_get( INPUT_UP ) ); //draw_text( 45 + dx,320 + dy, scr_input_get( INPUT_DOWN ) ); //draw_text(150 + dx,300 + dy, scr_input_get( INPUT_SHOT_LEFT ) ); //draw_text(165 + dx,300 + dy, scr_input_get( INPUT_BOMB ) ); //draw_text(180 + dx,300 + dy, scr_input_get( INPUT_SHOT_RIGHT ) ); if (!global.cutscene_mode) { draw_sprite( spr_hudgradient, 0, dx, dy); draw_sprite_ext(spr_marisa_portrait, 0, dx+ 320, dy + 10, 1, 1, 0, c_white, 1); if (instance_exists(obj_marisa) ) { for(var i = 0; i < obj_marisa.hp; i++) { draw_sprite_ext(spr_marisaHP, 0, dx + 275 - (27 * i), dy + 25 + (10 * (i % 2) ), .5, .5, -10 + (20 * dsin(counter + (4 * i))), c_white, 1); } } draw_set_font(fn_cursive); draw_set_color(c_white); draw_text( dx+360, dy+10, "Score: " ); draw_text( dx+360, dy+25, "Shot: " ); if (instance_exists(obj_marisa) ) { draw_set_halign(fa_right); draw_text( dx+625, dy+13, obj_marisa.point); switch (obj_marisa.powerup) { case PLAYER_POWERUP_NORMAL: { draw_text( dx+625, dy+33, "NORMAL"); break; } case PLAYER_POWERUP_FLAMES: { draw_text( dx+625, dy+33, "F. THROWER " + string(obj_marisa.powerup_ammo)); break; } case PLAYER_POWERUP_LASER: { draw_text( dx+625, dy+33, "ILLUSION L. " + string(obj_marisa.powerup_ammo)); break; } case PLAYER_POWERUP_MISSILE: { draw_text( dx+625, dy+33, "M. MISSILE " + string(obj_marisa.powerup_ammo)); break; } default: { break; } } draw_set_halign(fa_left); } }