gpu_set_zwriteenable(true); gpu_set_ztestenable(true); gpu_set_alphatestenable(true) layer_force_draw_depth(false, 0); global.PLAYFIELD_WIDTH=1024 global.PLAYFIELD_HEIGHT=768 TOP_LANE_WIDTH=96 BOTTOM_LANE_WIDTH=96 TOP_LANE_Y = global.PLAYFIELD_HEIGHT/2-3600 BOTTOM_LANE_Y = global.PLAYFIELD_HEIGHT/2+360 LANE_COUNT=7 DARKNESS_TIMER=0 DARKNESS_COUNT=150 MAX_DARKNESS=0.6 NOTE_SPACING=4.5 STEP_COUNTER=0 /*lane0 = ds_list_create(); lane1 = ds_list_create(); lane2 = ds_list_create(); lane3 = ds_list_create(); lane4 = ds_list_create(); lane5 = ds_list_create(); lane6 = ds_list_create();*/ PREVIOUS_Y=0 /*for (i=1;i<30;i+=1) { ds_list_add(lane0,140*i) } for (i=1;i<30;i+=1) { ds_list_add(lane1,210*i) }*/ camera = camera_create(); projmat = matrix_build_projection_perspective_fov(-60 , -view_get_wport(1)/view_get_hport(1), 32, 32000); camera_set_proj_mat(camera, projmat); view_set_camera(1,camera); camera_set_update_script(view_camera[1], camera_update); initialize_billboard_vert() global.playing_id = audio_play_sound(global.music_selection,100,false) LAST_BEAT = 0 BEATS_PER_SECOND = global.music_bpm/60 TIME_BETWEEN_BEAT = 1/BEATS_PER_SECOND FLICKER_TIME = 0 FLICKER_OFFSET = 0.5 //Amount of time in seconds to offset the flicker. Set with END key in EDIT MODE. LAST_BEAT += FLICKER_OFFSET