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

Building Bluesky: a Distributed Social Network (Real-World Engineering Challenges)

Bluesky is built by around 10 engineers, and has amassed 5 million users since publicly launching in February this year. A deep dive into no...

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