shelf location system Vue


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:
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_2
Sprite: spr_player_2 Solid: false Visible: true Depth: 0 Persistent: false Parent: Children: Mask:
No Physics Object
Step 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_room
Sprite: Solid: false Visible: true Depth: 0 Persistent: false Parent: Children: Mask:
No Physics Object
Create Event:
execute code:

room_goto(room_example);

Information about object: obj_view_control
Sprite: Solid: false Visible: true Depth: 0 Persistent: false Parent: Children: Mask:
No Physics Object
Create 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:
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_2
Sprite: spr_player_2 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;

Alarm Event for alarm 0:
execute code:

global.player=1;//allow next player to go
Step 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_1
Sprite: spr_bullet Solid: false Visible: true Depth: 0 Persistent: false Parent: Children: Mask:
No Physics Object
Step Event:
execute code:

vspeed=vspeed+0.02;//apply gravity effect
Collision Event with object obj_player_2:
execute code:

show_message("player 1 wins");
game_restart();
Information about object: obj_bullet_2
Sprite: spr_bullet Solid: false Visible: true Depth: 0 Persistent: false Parent: Children: Mask:
No Physics Object
Step Event:
execute code:

vspeed=vspeed+0.02;//apply gravity effect
Collision Event with object obj_player_1:
execute code:

show_message("player 2 wins");
game_restart();




tetradic color scheme online Calculates the colors of the tetradic scheme for a given color

gamemaker Mini Golf Game

Information about object: obj_ball
Sprite: spr_ball
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



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gamemaker blitz game

Information about object: obj_player
Sprite: spr_player
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_bomb
Sprite: spr_bomb Solid: false Visible: true Depth: 0 Persistent: false Parent: Children: Mask:
No Physics Object
Create 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:
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);
}

Draw Event:
execute code:

draw_self();
draw_set_colour(my_colour);
draw_circle(x,y,40,false);

gamemaker spawner

Information about object: obj_spawner
Sprite: spr_spawner
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_spawned
Sprite: Solid: false Visible: true Depth: 0 Persistent: false Parent: Children: Mask:
No Physics Object
Create 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);
}

vuejs svg or css animate png

GameMaker Dodge the Barrels

Information about object: obj_player
Sprite: spr_player
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_barrel
Sprite: spr_barrel Solid: false Visible: true Depth: 0 Persistent: false Parent: Children: Mask:
No Physics Object
Create Event:
execute code:


motion_set(270,3);//move down at speed 3
Step Event:
execute code:

if y>room_height instance_destroy();//destroy when reached bottom of screen

vuejs Replace any character that is not a digit or a period

GameMaker Circular cooldown

obj_abilities

Information about object: parent_abities
Sprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:

Children
object1
object2
object3
object4
object5
object6
Mask:
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: object1
Sprite: sprite0_Untitled_1 Solid: false Visible: true Depth: 0 Persistent: false Parent: parent_abities Children: Mask:
No Physics Object
Create Event:
execute code:

second = 1
timer = 0
canSkill = 1
Draw 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

  1. Shutdown MySQL in your XAMPP server from Xampp control panel or mysql under Services if it was added.
  2. 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
  3. Rename the xampp/mysql folder to mysql_old
  4. Unzip or Extract the contents of the MariaDB ZIP file into your XAMPP folder
  5. Rename the MariaDB folder, called something like mariadb-10.3.14-winx64, to mysql
  6. Rename xampp/mysql/data to data_temp
  7. Copy the xampp/mysql_old/data folder to xampp/mysql/
  8. Copy the xampp/mysql_old/backup folder to xampp/mysql/
  9. Copy the xampp/mysql_old/scripts folder to xampp/mysql/
  10. Copy mysql_uninstallservice.bat and mysql_installservice.bat from xampp/mysql_old/ into xampp/mysql/
  11. Copy xampp/mysql_old/bin/my.ini into xampp/mysql/bin
  12. 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
  1. Start-up XAMPP
  2. Run xampp/mysql/bin/mysqlcheck --repair --all-databases
  3. Run xampp/mysql/bin/mysql_upgrade.exe
  4. 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:
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_level
Sprite: unlocked_level Solid: false Visible: true Depth: 0 Persistent: false Parent: Children: Mask:
No Physics Object
Step 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);

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Gamemaker Bubble Sort

Information about object: obj_sort
Sprite:
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
}

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Particle Fire Effect Gamemaker

Information about object: obj_fire
Sprite:
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

Sprite: spr_ghost

Solid: false
Visible: 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
}
}

Draw GUI Event:

execute code:

draw_text(10,10,score);//draw score
































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