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gamemaker two separate views
Information about object: obj_player_1
Sprite: spr_player_1
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Step Event:
execute code: //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;}
Information about object: obj_player_2Sprite: spr_player_2 Solid: false Visible: true Depth: 0 Persistent: false Parent:Children: Mask: No Physics ObjectStep Event:execute code: //movement code if (keyboard_check(vk_left)) {x-=5;} if (keyboard_check(vk_right)) {x+=5;} if (keyboard_check(vk_up)) {y-=5;} if (keyboard_check(vk_down)) {y+=5;}Information about object: obj_next_roomSprite:Solid: false Visible: true Depth: 0 Persistent: false Parent: Children: Mask: No Physics ObjectCreate Event:execute code: room_goto(room_example);Information about object: obj_view_controlSprite:Solid: false Visible: true Depth: 0 Persistent: false Parent: Children: Mask: No Physics ObjectCreate Event:execute code: view_enabled[0] = true;//enable view view_visible[0] = true;//make visibleview_xview[0]=800;//set wiew widthv view_xview[0]=0;//set view position view_yview[0]=0; view_wview[0]=400;//set size of view view_hview[0]=400; view_xport[0]=0;//set position of port view_yport[0]=0; view_wport[0]=400;//set size of port view_hport[0]=400; view_object[0]=obj_player_1;//set object to follow view_hborder[0] = view_wview[0] / 2; view_vborder[0] = view_hview[0] / 2; view_enabled[1] = true;//enable view view_visible[1] = true;//make visibleview_xview[0]=800;//set wiew widthv view_xview[1]=0; view_yview[1]=0; view_wview[1]=400; view_hview[1]=400; view_xport[1]=400; view_yport[1]=0; view_wport[1]=400; view_hport[1]=400; view_object[1]=obj_player_2;//set object to follow view_hborder[1] = view_wview[0] / 2; view_vborder[1] = view_hview[0] / 2;Draw GUI Event:execute code: draw_rectangle(1,1,399,399,true); draw_rectangle(401,1,799,399,true);
gamemaker gorilla, worms, angry bird type game
Information about object: obj_player_1
Sprite: spr_player_1
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code: //set initial values strength=0; angle=0; global.player=1;//set player to go first
Alarm Event for alarm 0:
execute code: global.player=2;//allow next player to go
Step Event:
execute code: if global.player==1//check if players go { strength=distance_to_point(mouse_x,mouse_y)/50;//calculate strength based on distance to mouse angle=point_direction(x,y,mouse_x,mouse_y);//get the angle if mouse_check_button_released(mb_left)//do this when mouse released { bullet=instance_create(x,y,obj_bullet_1);//create a bullet and assign bullet.speed=strength;//set its speed bullet.direction=angle;//set direction global.player=0;//prevent shooting alarm[0]=room_speed*2;//start an alarm } }
Draw Event:
execute code: draw_self(); if global.player==1// do this if players go { draw_text(x,y-40,"strength="+string(strength)); draw_text(x,y-80,"angle="+string(angle)); draw_line(x,y,mouse_x,mouse_y); }
Information about object: obj_player_2Sprite: spr_player_2 Solid: false Visible: true Depth: 0 Persistent: false Parent:Children: Mask: No Physics ObjectCreate Event:
execute code: //set initial values strength=0; angle=0;Alarm Event for alarm 0:
execute code: global.player=1;//allow next player to goStep Event:
execute code: if global.player==2//check if players go { strength=distance_to_point(mouse_x,mouse_y)/50;//calculate strength based on distance to mouse angle=point_direction(x,y,mouse_x,mouse_y);//get the angle if mouse_check_button_released(mb_left)//do this when mouse released { bullet=instance_create(x,y,obj_bullet_2);//create a bullet and assign bullet.speed=strength;//set its speed bullet.direction=angle;//set direction global.player=0;//prevent shooting alarm[0]=room_speed*2;//start an alarm } }Draw Event:
execute code: draw_self(); if global.player==2// do this if players go { draw_text(x,y-40,"strength="+string(strength)); draw_text(x,y-80,"angle="+string(angle)); draw_line(x,y,mouse_x,mouse_y); }Information about object: obj_bullet_1Sprite: spr_bullet Solid: false Visible: true Depth: 0 Persistent: false Parent:Children: Mask: No Physics ObjectStep Event:
execute code: vspeed=vspeed+0.02;//apply gravity effectCollision Event with object obj_player_2:
execute code: show_message("player 1 wins"); game_restart();Information about object: obj_bullet_2Sprite: spr_bullet Solid: false Visible: true Depth: 0 Persistent: false Parent:Children: Mask: No Physics ObjectStep Event:
execute code: vspeed=vspeed+0.02;//apply gravity effectCollision Event with object obj_player_1:
execute code: show_message("player 2 wins"); game_restart();
gamemaker Mini Golf Game
Information about object: obj_ball
Sprite: spr_ball
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code: strength=0;//set up
Step Event:
execute code: strength=distance_to_point(mouse_x,mouse_y)/5;//calculate strength based on distance to mouse if mouse_check_button_released(mb_left)//do this when mouse released { direction=point_direction(x,y,mouse_x,mouse_y);//setdirection towards mouse speed=strength;//set the speed } speed*=0.9;//simuate some friction if speed<0.5 speed=0;
Collision Event with object obj_hole:
execute code: if speed<1//check if over hole and not too fast { show_message("you win"); game_restart(); }
Collision Event with object obj_wall:
execute code: move_bounce_solid(true);//bounce off of object
Draw Event:
execute code: draw_self(); draw_text(x,y-20,strength);//show strength near ball
gamemaker blitz game
Information about object: obj_player
Sprite: spr_player
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code: global.can_shoot=true; motion_set(0,4);
Step Event:
execute code: if x>1000 { y+=16; x=-32; } if mouse_check_button_pressed(mb_left) && global.can_shoot { instance_create(x,y+16,obj_bomb); global.can_shoot=false; }
Collision Event with object obj_tower:
execute code: show_message("You died"); game_restart();
Information about object: obj_bombSprite: spr_bomb Solid: false Visible: true Depth: 0 Persistent: false Parent:Children: Mask: No Physics ObjectCreate Event:execute code: motion_set(270,3);Step Event:execute code: if y>800 { instance_destroy(); global.can_shoot=true; }Collision Event with object obj_tower:execute code: with (other) instance_destroy(); global.can_shoot=true; instance_destroy();
color pallete picker gamemaker
Information about object: obj_pallete
Sprite: spr_pallete
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code: my_colour=c_black;
Mouse Event for Left Pressed:
execute code: if position_meeting(x,y,id) { my_colour=draw_getpixel(mouse_x,mouse_y); }
gamemaker spawner
Information about object: obj_spawner
Sprite: spr_spawner
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Step Event:
execute code: if(mouse_check_button_pressed(mb_left)) { var _inst=instance_create(x,y,obj_spawned); _inst.target_x=mouse_x; _inst.target_y=mouse_y; }
Information about object: obj_spawnedSprite:Solid: false Visible: true Depth: 0 Persistent: false Parent: Children: Mask: No Physics ObjectCreate Event:execute code: ///Properties timer=0; z=0; start_x=obj_spawner.x; start_y=obj_spawner.y; target_x=noone; target_y=noone; length=room_speed/2; shadow_alpha=0; shadow_alpha_min=.25; shadow_alpha_max=.5; shadow_scale=1; shadow_scale_min=.5; shadow_scale_max=1;Step Event:execute code: if(timer<length) timer++; else timer=length; x=lerp(start_x,target_x,timer/length); y=lerp(start_y,target_y,timer/length); z=arc(0,32,0,timer/length,.8); shadow_alpha=lerp(shadow_alpha_max,shadow_alpha_min,z/32); shadow_scale=lerp(shadow_scale_max,shadow_scale_min,z/32); /* shadow_alpha=0; shadow_alpha_min=.25; shadow_alpha_max=.5; shadow_scale=1; shadow_scale_min=.5; shadow_scale_max=1;Draw Event:execute code: ///draw self depth=-y; draw_sprite_ext(spr_shadow,0,x,y,shadow_scale,shadow_scale,0,c_white,.5); draw_sprite(spr_thing,0,x,y-z);///arc(start[0], peak[1], floor[2], position[3], bias[4]) if(argument[3]<=.5) return(lerp(argument[0],argument[1],bias(argument[4],argument[3]*2))); else { var b=1-argument[4]; var p=2*argument[3]-1 return(lerp(argument[1],argument[2],bias(b,p))); }bias(b,t){ return argument1/((1/argument0-2)*(1-argument1)+1); }
GameMaker Dodge the Barrels
Information about object: obj_player
Sprite: spr_player
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code: count=200;//set a timing counter alarm[0]=room_speed;//set spawn alarm
Alarm Event for alarm 0:
execute code: instance_create(random(room_width),0,obj_barrel);//spawn a barrel alarm[0]=count;// rest alarm with count value count-=5;//decrease count if count<5 count=5;//keep at 5
Step Event:
execute code: //movement if (keyboard_check(vk_left)) {x-=5;} if (keyboard_check(vk_right)) {x+=5;} if place_meeting(x,y,obj_barrel)// if collides with barrel { show_message("You Died"); game_restart(); }
Information about object: obj_barrelSprite: spr_barrel Solid: false Visible: true Depth: 0 Persistent: false Parent:Children: Mask: No Physics ObjectCreate Event:execute code: motion_set(270,3);//move down at speed 3Step Event:execute code: if y>room_height instance_destroy();//destroy when reached bottom of screen
GameMaker Circular cooldown
obj_abilities
Information about object: parent_abities
Information about object: parent_abities
Sprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children
object1
object2
object3
object4
object5
object6
Mask:
object1
object2
object3
object4
object5
object6
No Physics Object
Step Event:
execute code: if (canSkill==1 && mouse_check_button_released(mb_left)&& position_meeting(mouse_x, mouse_y, id)) { timer = room_speed * second canSkill=0; } if (canSkill==0 && timer > 0) { timer--; } if (canSkill==0 && timer ==0) { canSkill = 1 }
object1 - object6
Information about object: object1Sprite: sprite0_Untitled_1 Solid: false Visible: true Depth: 0 Persistent: false Parent: parent_abities Children:Mask: No Physics ObjectCreate Event:
execute code: second = 1 timer = 0 canSkill = 1Draw Event:
execute code: draw_sprite(sprite_index, image_index, x, y) var v; v = ((timer / (room_speed * second))* 100)/100 if (v < 0) v += 1 draw_set_alpha(0.5) if (gamemaker_registered) draw_rectangle_cd(x + 43, y - 43, x - 43, y + 43, v); else draw_rectangle_cd_lite(x + 43, y - 43, x - 43, y + 43, v) draw_set_alpha(1)
upgrade mariadb under xampp
- Shutdown MySQL in your XAMPP server from Xampp control panel or mysql under Services if it was added.
- Download the ZIP version of MariaDB (https://downloads.mariadb.org/) - you may download the winx64.zip if you are also switching to x64 variant of mariadb
- Rename the xampp/mysql folder to mysql_old
- Unzip or Extract the contents of the MariaDB ZIP file into your XAMPP folder
- Rename the MariaDB folder, called something like mariadb-10.3.14-winx64, to mysql
- Rename xampp/mysql/data to data_temp
- Copy the xampp/mysql_old/data folder to xampp/mysql/
- Copy the xampp/mysql_old/backup folder to xampp/mysql/
- Copy the xampp/mysql_old/scripts folder to xampp/mysql/
- Copy mysql_uninstallservice.bat and mysql_installservice.bat from xampp/mysql_old/ into xampp/mysql/
- Copy xampp/mysql_old/bin/my.ini into xampp/mysql/bin
- Edit xampp/mysql/bin/my.ini using a text editor like Notepad
Find skip-federated and add a # in front (to the left) of it to comment out the line if it exists
Find innodb_additional_mem_pool_size=2 and add a # in front (to the left) of it to comment out the line if it exists
Add this skip-grant-tables statement anywhere in xampp/mysql/bin/my.ini file Save and exit the editor
- Start-up XAMPP
- Run xampp/mysql/bin/mysqlcheck --repair --all-databases
- Run xampp/mysql/bin/mysql_upgrade.exe
- Shutdown and restart MySQL (MariaDB)
gamemaker Unlockable Levels Select Screen
Information about object: obj_control
Sprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code: global.level=1;//set current unlocked level
Step Event:
execute code: if (keyboard_check_released(vk_left)) {global.level-=1} //for testing if (keyboard_check_released(vk_right)) {global.level+=1;} //for testing if global.level==6 {global.level=5;} //keep in range if global.level==0 {global.level=1;} //keep in range
Draw Event:
execute code: draw_text(200,50,"Current Level="+string(global.level));//draw current level
Information about object: obj_unlock_levelSprite: unlocked_level Solid: false Visible: true Depth: 0 Persistent: false Parent:Children: Mask: No Physics ObjectStep Event:execute code: if position_meeting(mouse_x,mouse_y,id) && mouse_check_button_released(mb_left)//if mouse pressed over button { if my_level-1>=global.level//check local vaible against level { show_message("Unlocked"); } else { show_message("locked"); } } if my_level-1>=global.level//check local vaible against level { image_index=0;//set image index } else { image_index=1; }Draw Event:execute code: draw_self(); draw_set_halign(fa_center); draw_text(x,y,my_level);
Gamemaker Bubble Sort
Information about object: obj_sort
Sprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code: names=ds_list_create();//create a list ds_list_add(names,"Nick","Steve","Chris","Nigle","Bob","Alice","Ben","Harry","Katherine","Guy","Sam");//add null (not used) and add names size=ds_list_size(names); repeat(size)//repeat { for (var i = 0; i < size; i += 1)//send an position to check { if names[|i]>names[|i+1]//compare two names { //swap pairs if true temp=names[|i];//hold temp value names[|i]=names[|i+1];//swap names[|i+1]=temp;//add temp back in other poaition } } }
Draw Event:
execute code: for (var i = 1; i < 11; i += 1)//loop through { draw_text(50,50*i,names[|i]);//draw value }
Particle Fire Effect Gamemaker
Information about object: obj_fire
Sprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code: Sname = part_system_create(); particle1 = part_type_create(); part_type_shape(particle1,pt_shape_line); part_type_size(particle1,0.20,0.60,0,0); part_type_scale(particle1,0.65,2.50); part_type_color3(particle1,16749459,33023,255); part_type_alpha3(particle1,0.04,0.06,0.07); part_type_blend(particle1,1); part_type_speed(particle1,0.70,2.60,-0.02,0); part_type_direction(particle1,85,95,0,9); part_type_gravity(particle1,0,270); part_type_orientation(particle1,0,0,10,20,1); part_type_life(particle1,60,80);
Step Event:
execute code: emitter1 = part_emitter_create(Sname); part_emitter_region(Sname,emitter1,-200,1000,400,450,ps_shape_ellipse,1); part_emitter_stream(Sname,emitter1,particle1
click the object once game maker studio
Information about object: obj_ghost
Visible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
Sprite: spr_ghost
Solid: falseVisible: true
Depth: 0
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code: clicked=false; score=0; x=random(room_width);//jump to random position y=random(room_height);//jump to random position image_index=0; image_speed=0.5;
Step Event:
execute code: //jump to new position on animation end if floor(image_index)==29//if animation complete { clicked = false x=random(room_width);//jump to random position y=random(room_height);//jump to random position image_index=0; image_speed=0.5; } //add to score if clicked if position_meeting(mouse_x,mouse_y,id) && mouse_check_button_pressed(mb_left)//if mouse clicked over object { if(!clicked){ score+=1; clicked = true } }
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How the New York Times led to the fall of Assad
Anti-semitism by the New York Times actually made Israel safer ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ͏ ...
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code.gs // 1. Enter sheet name where data is to be written below var SHEET_NAME = "Sheet1" ; // 2. Run > setup // // 3....