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【GameMaker】 Create a particle trail when an object moves
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
Step Event:
execute code: //Update to mouse position x=mouse_x; y=mouse_y; //Create a particle object part = instance_create(x,y,obj_particle); part.vspeed = 1; part.gravity = 0.1; part.delta = 0.1;
Information about object: obj_particleSprite: spr_par Solid: false Visible: true Depth: 0 Persistent: false Parent:Children: Mask: No Physics ObjectStep Event:execute code: // Fadeout: image_alpha -= delta; if image_alpha <= 0 instance_destroy();//destroy if invisible
【GameMaker】 Keep Player in View
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: view_wview[0]=600;//set wiew width view_hview[0]=600;//set view height view_enabled[0] = true;//enable view view_visible[0] = true;//make visible view_hborder[0]=250;//set horizontal border for object view_vborder[0]=250;//set vertical border view_object[0]=obj_player;//set object to follow
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_next_roomSprite:Solid: false Visible: true Depth: 0 Persistent: false Parent: Children: Mask: No Physics ObjectCreate Event:execute code: room_goto(room_example);
【GameMaker】 Duck Hunt Game Remake
Information about object: obj_duck
Sprite: spr_duck
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: dir=choose("side","up");//choose a state if dir="side"//if side { x=-50;//set just off of screen y=irandom_range(100,room_height-100);//choose a ra hspeed=1+random(3);//set random speed } if dir="up"//if up { x=irandom_range(50,room_width-50);//choose random position y=room_height+50; //set just off of screen dir=random(180);//set a random direction spd=1+random(3);//set a random speed motion_set(dir,spd);//applydirection and speed }
Step Event:
execute code: //destroy if off screen if x>room_width+100 { instance_destroy(); } if y<-50 { instance_destroy(); }
Information about object: obj_gunSprite: spr_gun Solid: false Visible: true Depth: 0 Persistent: false Parent:Children: Mask: No Physics ObjectCreate Event:execute code: alarm[0]=100+random(room_speed*3);//set alarm to spawn duck score=0;Alarm Event for alarm 0:execute code: instance_create(0,0,obj_duck);//spawn a duck alarm[0]=100+random(room_speed*3);//set spawn alarm aginStep Event:execute code: //update position x=mouse_x; y=mouse_y; if mouse_check_button_pressed(mb_left) && position_meeting(x,y,obj_duck)//if mouse pressed { score+=10; var inst=instance_position(x,y,obj_duck); with (inst) { instance_destroy(); } }Draw Event:execute code: draw_self(); draw_text(20,20,"Score "+string(score));
【GameMaker】 Destructible Terrain
Information about object: obj_terrain
Sprite: spr_terrain
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 up w = sprite_width; h = sprite_height; //create surface and add sprite surface = surface_create(w,h); surface_set_target(surface); draw_sprite(spr_terrain,-1,0,0); surface_reset_target(); //save surface as spr spr=sprite_create_from_surface(surface,0,0,w,h,true,true,0,0); sprite_index=spr;
Step Event:
execute code: //manage suface if !surface_exists(surface) { surface = surface_create(w,h); surface_set_target(surface); draw_sprite(spr,-1,0,0); surface_reset_target(); } //create a bomb on mouse press if mouse_check_button_pressed(mb_left) instance_create(mouse_x,mouse_y,obj_bomb);
Collision Event with object obj_bomb:
execute code: //set surface surface_set_target(surface); draw_set_color(c_white); draw_circle(other.x-x,other.y-y,32,false); //reset surface_reset_target(); //delete the sprite sprite_delete(spr); spr=sprite_create_from_surface(surface,0,0,w,h,1,1,0,0); sprite_index=spr; with other instance_destroy();//destroy bomb
Other Event: Room End:
execute code: //clear memory surface_free(surface);
Information about object: obj_bombSprite: spr_bom Solid: false Visible: true
【GameMaker 】Word Typing Game
create
words=ds_list_create();//create a list ds_list_add(words,"ham","eggs","potato","cheese","pizza","chocolate");//add some words size=ds_list_size(words);//get size word=words[|irandom_range(0,size-1)];//choose one word at random keyboard_string="";//set to "" timer=100;//set as 100 - to be used as a timerstep
if keyboard_string==word//check if player typed correctly { score+=10;//increase score word=words[|irandom(size-1)];//choose a new word keyboard_string="";//clear string health=100;//reset timer } timer-=1; if timer==0 { score-=10; word=words[|irandom(size-1)]; keyboard_string=""; timer=100; }
draw
//drawing draw_text(100,100,"Word To Type: "+word); draw_text(100,150,"Word Typed: "+keyboard_string); draw_text(100,200,"Score "+string(score)); draw_text(100,250,"Time "+string(timer));
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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....