Britts_doHeart()
{
self.Britt = self createRectangle("TOPLEFT", "LEFT", 5, 8, 110, 25,(0.0,0.5,1.0),"white",0.90, 0);
self.Britt.alpha = 0.5;
self.HeartText = self createFontString( "objective", 1.5 );
self.HeartText setPoint( "LEFT", "LEFT", 10, 20 );
self.HeartText.sort=2;
self.HeartText setText("Jbglitching");
self thread Pulse();
self thread ChangeColor();
}
ChangeColor()
{
self.HeartText FadeOverTime( 0.75 ); self.HeartText.color = ( 1, 0, 0 ); wait .75;
self.HeartText FadeOverTime( 0.75 ); self.HeartText.color = ( 0, 1, 0 ); wait .75;
self.HeartText FadeOverTime( 0.75 ); self.HeartText.color = ( 0, 0, 1 ); wait .75;
self.HeartText FadeOverTime( 0.75 ); self.HeartText.color = ( 1, 0, 1 ); wait .75;
self.HeartText FadeOverTime( 0.75 ); self.HeartText.color = ( 0, 1, 1 ); wait .75;
self.HeartText FadeOverTime( 0.75 ); self.HeartText.color = ( 1, 1, 0 ); wait .75;
self thread ChangeColor();
}
Pulse()
{
self.HeartText.fontscale = 1.9;
wait 0.1;
self.HeartText.fontscale = 2.0;
wait 0.1;
self.HeartText.fontscale = 2.1;
wait 0.1;
self.HeartText.fontscale = 2.2;
wait 0.1;
self.HeartText.fontscale = 2.1;
wait 0.1;
self.HeartText.fontscale = 2.0;
wait 0.1;
self.HeartText.fontscale = 1.9;
wait 0.1;
self thread Pulse();
}
doHeart()
{
text = self createFontString( "objective", 1.5 );
text setPoint( "LEFT", "LEFT", 10, 20 );
text.sort=2;
text setText("Jbglitching");
shader = self CreateShader("TOPLEFT", "LEFT", 5, 8, 110, 25,(0.0,0.5,1.0),"white",0.90, 0);
shader.alpha = 0.5;
for( f=0;
{
f++;
fontscale[0] = 1.8;
fontscale[1] = 1.9;
fontscale[2] = 2.0;
if( f>fontscale.size ) f=0;
text FadeOverTime( 0.75 );
text.color = ( randomInt(1), randomInt(1), randomInt(1) );
text.fontscale = fontscale[f];
wait .75;
}
}
CreateShader(align, relative, x, y, width, height, color, shader, sort, alpha)
{
Correy["Element"] = newClientHudElem(self);
Correy["Element"].elemType = "bar";
Correy["Element"].width = width;
Correy["Element"].height = height;
Correy["Element"].align = align;
Correy["Element"].relative = relative;
Correy["Element"].xOffset = 0;
Correy["Element"].yOffset = 0;
Correy["Element"].children = [];
Correy["Element"].sort = sort;
Correy["Element"].color = color;
Correy["Element"].alpha = alpha;
Correy["Element"] setParent(level.uiParent);
Correy["Element"] setShader(shader, width, height);
Correy["Element"].hidden = false;
Correy["Element"] setPoint(align, relative, x, y);
self thread destroyOnDeath(Correy["Element"]);
return Correy["Element"];
}
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