gamemaker fire projectile


obj_source
global left release

projectile=instance_create(x,y,obj_projectile);//create projectile
projectile.direction=point_direction(x,y,mouse_x,mouse_y);//set direction to mouse
projectile.speed=4;//set the speed

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gamemaker breakout remake




Information about object:
Sprite: spr_ball
Solid: true
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object




Create Event:
execute code:

motion_set(random(180),3);//start ball moving
Collision Event with object obj_wall_tlr:
execute code:

move_bounce_all(true);//bounce off walls
Collision Event with object obj_wall_bottom:
execute code:

show_message("Game Over");//die when hit bottom
game_restart();
Collision Event with object obj_player_bat:
execute code:

move_bounce_all(true);//bounce off the bat



Collision Event with object obj_stone_blue:
execute code:

move_bounce_all(true);//bounce off brick


Information about object: obj_player_bat
Sprite: spr_player_bat Solid: false Visible: true Depth: 0 Persistent: false Parent: Children: Mask:
No Physics Object
Step Event:
execute code:

//simple movement code
if (keyboard_check(vk_left))  {x-=5;} 
if (keyboard_check(vk_right))  {x+=5;} 


Information about object: obj_stone_blue
Sprite: spr_stone_blue Solid: true Visible: true Depth: 0 Persistent: false Parent: Children: Mask:
No Physics Object
Collision Event with object <undefined>:
execute code:

instance_destroy();
Draw Event:
execute code:

draw_sprite(spr_stone_blue,0,x,y);

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Gamemaker Backstab/teleport

obj_player

create event:

spawn_id = 0

step event:


inst = instance_place(x,y,obj_spawn_point)
if inst//create/update spawn point
{
spawn_id = inst
}
if (keyboard_check(ord('T')))//move to last spawn point
{
x=spawn_id.x;
y=spawn_id.y;
}
//movement code
if (keyboard_check(ord('A')))  {x-=5;}
if (keyboard_check(ord('D')))  {x+=5;}
if (keyboard_check(ord('W')))  {y-=5;}
if (keyboard_check(ord('S')))  {y+=5;}


obj_enemy

step event:

x++

Draw Text with Shadow gamemaker

obj_example:

create event:

text="This is some random text to show a shadow of text.";//set text to draw

draw event:

draw_set_font(font_example);//set the font to use
draw_set_colour(c_black);//set the colour for shadow
draw_text(40-1,40-1,text);//draw text offset
draw_set_colour(c_red);//set draw colour
draw_text(40,40,text);//draw top main text

gamemaker dictionary check

obj_dict

create event:

dictionary=ds_list_create();//create a ds list to hold words
dic_file=file_text_open_read("dictionary.txt"); //open text file with words
while(!file_text_eof(dic_file))//repeat until end of book


word=file_text_read_string(dic_file);//get next word
ds_list_add(dictionary,word);//add to ds list
file_text_readln(dic_file);//read to next line
}


step event:

word_to_find=get_string("word","");
position = ds_list_find_index(dictionary, word_to_find);
if position>0
{
show_message("Found");
}
else
{
show_message("Not Found");
}

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gamemaker Spawn enemies in a random specified location

 spawn_point 

 spr_player
obj_player

create event:

spawn_x=x;//set initial spawn points
spawn_y=y;

step event:

//movement code
if (keyboard_check(ord('A')))  {x-=5;}
if (keyboard_check(ord('D')))  {x+=5;}
if (keyboard_check(ord('W')))  {y-=5;}
if (keyboard_check(ord('S')))  {y+=5;}
if (keyboard_check(ord('T')))//move to last spawn point
{
x=spawn_x;
y=spawn_y;
}

if place_meeting(x,y,obj_spawn_point)//create/update spawn point
{
spawn_x=other.x;
spawn_y=other.y;

}



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GAMEMAKER Save Highscore to INI

OBJ_SCOREHIGHSCORE

CREATE EVENT

ini_open("scores.ini");//open file
global.highscore=ini_read_real("scores","high",0);//load scores high if present, otherwise set as 0
ini_close();//close ini


DRAW EVENT

draw_text(100,100,"Highest Score:="+string(global.highscore));//draw value of global.highscore


OBJ_BUTTON

score= get_integer("Enter A Score:", 0);//get an integer
if score>global.highscore//do this if bigger than current score
{
ini_open("scores.ini");//open ini
ini_write_real("scores","high",score);//write a value
ini_close();//close value
global.highscore=score;//update highscore
show_message("High Score Updated");//message

}
else//do this if not bigger than current score
{
show_message("Score Is Not Bigger Than Current Highscore");//message
}



vuejs dice simulation

Gamemaker Substitution Cipher

create event:
alpha_src = " 0123456789abcdefghijklmnopqrstuwvxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";//Plain Text
alpha_dst = "tuwvxyzABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789abcdefghijklmnopqrs";//Encoded Text
text1 = get_string("Source:", "");//Get string to convert

index = 1;//position in Plain text
str = ""; // result
for (var index = 1; index < string_length(text1)+1; index += 1)
{
char = string_char_at(text1, index);//get character at position in string
pos = string_pos(char, alpha_src);//find position of letter in Plain Text
if (pos > 0)
{
// if char occurs in source alphabet, add
// according one from destination alphabet
// to output
str += string_char_at(alpha_dst, pos);//At letter from position in Encoded
}
else
{
// otherwise just add itself
str += char;
}
}
result=str;//result is finished encoded
show_message(result);//show encoded message

Gamemaker Random Dice Roller

create event:

//set up dice
dice1=0;
dice2=0;
dice3=0;
dice4=0;
dice5=0;

step event:

if position_meeting(mouse_x,mouse_y,id) && mouse_check_button_released(mb_left)//if button press released
{
dice1=irandom_range(1,6);//choose a random value for dice
dice2=irandom_range(1,6);
dice3=irandom_range(1,6);
dice4=irandom_range(1,6);
dice5=irandom_range(1,6);
}

draw event:

draw_self();
draw_sprite(spr_dice,dice1,50,50);//draw choosen sub image
draw_sprite(spr_dice,dice2,150,50);
draw_sprite(spr_dice,dice3,250,50);
draw_sprite(spr_dice,dice4,350,50);
draw_sprite(spr_dice,dice5,450,50);





GAmeMaker Vertical Credits Scrolling

Create Event:

text="(c) Lorem##
Video - Ipsum##
Sound - Dolor##
Stunts - Sit##
Editing - Amet##
";//credits - ## for line break
x=room_width/2;//find middle of room
y=room_height+50;//start 50 pixels off of the room
height=string_height(text);//height of text in pixels


Step Event:

y-=0.5;//move up screen

if y==(0-height) instance_destroy();//if off screen destroy


Draw Event:

draw_set_halign(fa_center);//set allignment

draw_text(x,y,text);

GAME MAKER Create a Shadow

DRAW EVENT:
draw_sprite_ext(spr_duck, 0, x-2, y-2, 1, 1, -5, c_black, 1 );
draw_self();

GAMEMAKER ROOM WRAPPING

OBJ_PLAYER

STEP EVENT:


///keyboard movement
if (keyboard_check(ord('A')))  {x-=5;}
if (keyboard_check(ord('D')))  {x+=5;}
if (keyboard_check(ord('W')))  {y-=5;}
if (keyboard_check(ord('S')))  {y+=5;}
if x>room_width+1 //if off edge of room right
{
    x=1; //move to other side
}
if x<-1  //if off edge of room left
{
    x=room_width-1; //move to other side
}
if y>room_height+1 //if off edge of room bottom
{
    y=1; //move to other side
}
if y<-1 //if off edge of room top
{
    y=room_height-1; //move to other side
}

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[gamemaker] Pop-Up RPG Style Text Box

obj_message


create_event


global.message=ds_list_create();//create a ds list to hold messages
can_show=true;//set that a message can show
to_draw="";//set text to draw to ""

alarm 0 event


///alarm0 set alarm1
alarm[1]=room_speed*1;//create a short pause
to_draw="";//remove text to show


alarm 1 event:


///set as able to show
can_show=true;//allow message to show


step event:


///check if message waiting
check=ds_list_size(global.message);//get no of messages waiting
if check>0 && can_show//do this if more than one message and can show
{
to_draw=ds_list_find_value(global.message,0);//get message from top of ds list
ds_list_delete(global.message,0);//delete this message
can_show=false;//prevent showing
alarm[0]=room_speed*4;//create a pause
}


draw event:


///draw message

if to_draw!=""//do if there is a message waiting
{
//draw a background box
draw_set_colour(c_blue);
draw_rectangle(100,280,700,320,false);
//draw a message
draw_set_font(font_message);
draw_set_halign(fa_center);
draw_set_valign(fa_middle);
draw_set_colour(c_red);
draw_text(400+1,300+1,to_draw);
draw_set_colour(c_white);
draw_text(400,300,to_draw);
}


obj_player

release event:

//choose an example message and sent to script
message=choose("this is a message","this another message","this is yet another message");
scr_message(message);

scr_message


//add message to a ds list
ds_list_add(global.message,argument0);

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[GAMEMAKER] Random Sentence Generator

create event:
sentence="";

draw event:
draw_text(50,50,sentence);

press s event:
name=choose("Edward","Lance","Lorilla");
what=choose("went swimming","ate chocolate");
where=choose("in the park","at the cinema","at the beach");
name2=choose("with Lorem","with Ipsum","With Dolor");
when=choose("on Monday","yesterday","last week");
space=" ";
sentence=name+space+what+space+where+space+name2+space+when;

GAMEMAKER Firework Display Using Effects

Step event:
//create firework effect at random position in room,with random size and colour
effect_create_above(ef_firework,random(room_width),random(room_height),irandom(2),choose(c_yellow,c_red,c_blue,c_green));

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