GML Code Frage

  • GML Code Frage

    Erstmal Hallo.

    Ich übe ja seit eingier Zeit GML. Doch ich hätte da 3 Fragen:
    Wie habt ihr amn Anfang GML gelernt? Diese vielen Codes passen einem Ja nicht in den Schädel rein. Ich lerne zwar Java, und die GML ist wirklich ähnlich zu JAVA, aber trotzdem gibt es unterschiede die mich verwirren.

    die 2te Frage wäre:

    Ich habe mir mal Interceptors Tutorial angeschaut. Natürlich möchte ich mir selbst ein ``ähnliches´´ Spiel machen.

    Ich ich komme bei einem Code nicht weiter:

    Quellcode

    1. // draw crosshair
    2. draw_sprite(spr_crosshair,0,mouse_x,mouse_y);
    3. // create red laser beam
    4. if (mouse_check_button_pressed(mb_left)){
    5. alpha=0.75;
    6. switch(floor(random(4))){
    7. case 0: // top border of the room
    8. x1=random(room_width-20);
    9. x2=x1+20;
    10. y1=0;
    11. y2=0;
    12. break;
    13. case 1: // left border of the room
    14. x1=0;
    15. x2=0;
    16. y1=random(room_height-20);
    17. y2=y1+20;
    18. break;
    19. case 2: // bottom border of the room
    20. x1=random(room_width-20);
    21. x2=x1+20;
    22. y1=room_height;
    23. y2=y1;
    24. break;
    25. case 3: // right border of the room
    26. x1=room_width;
    27. x2=x1;
    28. y1=random(room_height-20);
    29. y2=y1+20;break;
    30. }
    31. }
    32. alpha-=0.15; // laser fades away
    33. // draw red laser beam
    34. draw_set_alpha(alpha);
    35. draw_set_color(c_red);
    36. draw_triangle(x1,y1,x2,y2,mouse_x,mouse_y,false);
    37. // draw score text
    38. draw_set_alpha(1);
    39. draw_text(25,25,“SCORE: “+string(score));
    Alles anzeigen


    Ich wollte gerade den Code umschreiben. Und zwar so, dass dieser Laser nicht immer von der Wand auf einer RANDOM Position gemacht wird, sondern dass er immer von einem Bestimmten Punkt im Room, oder einem OBJEKT (In meinem Fall Objekt) gemacht wird.
    (Also z.B: Von Objekt Kugel zu Maus)

    Besonders das mit SWITCH und dem CASE versteh ich nicht. Wozu dient das? Und wozu dient die Variable Alpha?

    Und noch eine dritte Frage:

    Quellcode

    1. draw_sprite(spr_crosshair,0,mouse_x,mouse_y);

    Da wird ja ein Sprite gezeichnet. Doch wie schreibt man diesen Code um, sodasss dieses Sprite transparenter wird. (Also: Wo genau und wie muss ich image_alpha einfügen.)


    Würde mich über antworten Freuen. :)
  • Konstrukt gibt es in Java auch. Im Prinzip ist das einfach eine Möglichkeit eine Reihe von if-Abfragenübersichtlicher zu beschreiben.

    statt sowas wie

    GML-Quellcode

    1. if (a==1) {
    2. bla()
    3. } else if (a==2) {
    4. blubb()
    5. } else if (a==3) {
    6. //was auch immer
    7. } //usw.


    kannst du einfach

    GML-Quellcode

    1. switch (a) {
    2. case 1:
    3. bla();
    4. break
    5. case 2:
    6. blubb()
    7. break
    8. //usw
    9. }


    schreiben.

    Alpha bezeichnet die Transparenz von graphischen Darstellungen.
    www.glowingorb.de
    „Wenn es im Universum noch irgendwo intelligente Lebewesen gibt, dann kennen sie vielleicht Schach, höchstwahrscheinlich jedoch GO

    (Schachweltmeister Emanuel Lasker)
  • image_alpha kannst du nur bei

    GML-Quellcode

    1. draw_sprite_ext(sprite,image_index,x,y,xscale,yscale,rot,color,alpha)

    verwenden.

    Die Codes merkt man sich früher oder später, glaub mir ;)

    © 2008 by Teamgrill Productions
  • Wie Glowing Orb es sagte, anstatt ganz viele if else schleifen zu schreiben:

    GML-Quellcode

    1. if (var1 == 1)
    2. tue dies;
    3. else if (var1 == 2)
    4. tue dies;
    5. else if (var1 == 3)
    6. tue dies;
    7. else
    8. tue dies;


    Kann man dies einfacher mit Switch machen. Das schlüsselwort "switch" leitet die Switch Schleife ein. In klammer schreibst du die Variable (im beispiel var1)
    also:
    switch (var1)
    {

    }

    Nun hast du die Variable var1 sozusagen an switch übergeben. Switch funktioniert wie ein Schalter (switch heißt auf deutsch ja auch schalter).
    Case sind die einzelnen fälle.

    GML-Quellcode

    1. switch (var1)
    2. {
    3. case 1: tue dies; break;
    4. case 2: tue dies; break;
    5. case 3: tue dies;tue dies;tue dies;tue dies;tue dies; break;
    6. default: tue dies; break;
    7. }


    case 1, bedeutet nichts anderes als "if (var1 == 1)"
    Du kannst auch strings abfragen, dann schreibe einfach
    case "Hallo":

    Break dient dazu, dass nich alles abgearbeitet wird. Würde man break vergessen, würde wenn case 2 beispielsweiße richtig wäre, auch case 3 und default ausgeführt werden. Mit break macht man klar, dass das Programm dies nicht tuen soll.

    default ist das Schlüsselwort für alle anderen Werte, also im beispiel, falls die Variable var1 nicht 1, 2, oder 3 ist.

    Achja zu case 3:
    Du kannst ganz einfach wie in deinen oberen Code ohne { und } ganz viele Kommandos ausühren lassen, bis break kommt, oder alles andere ausgeführt wurde und die Schleife zuende ist (ja manchma ist es sinnvoll break wegzulassen, kann jetzt aber auf die schnelle kein Beispiel nennen)

    Mfg.,
    Metalknight
  • Danke!^^

    Doch eines weiss ich immernoch nicht:

    Wie mach ich das nun mit dem Laser der von einem Objekt zur maus ausgeht?

    würde ich gern wissen...

    Und noch etwas: Wiess jemand zufällig eine Seite oder Liste wo alle Befehle in GML stehen? (Vielleicht auch noch mit kurzbeschreibung der Befehle...) :P Würde mir sehr weiterhelfen. :)
  • Eine Liste mit ALLEN Funktionen UND Kurzbeschreibung (wahrscheinlich auch noch auf DEUTSCH :D) ist mir nicht bekannt. Aber in der gm-d Hilfe sind die meisten notwendigen Funktionen auf Deutsch erklärt. Eine Liste aller Funktionen gibt es in der Pro Edition des GM7, allerdings ohne Kurzbeschreibung und auch ohne arguments, von daher nicht sehr nützlich, wie ich finde...:
    Spoiler anzeigen
    MCI_command
    abs
    action_another_room
    action_bounce
    action_cd_pause
    action_cd_play
    action_cd_playing
    action_cd_present
    action_cd_resume
    action_cd_stop
    action_change_object
    action_color
    action_create_object
    action_create_object_motion
    action_create_object_random
    action_current_room
    action_draw_arrow
    action_draw_background
    action_draw_ellipse
    action_draw_ellipse_gradient
    action_draw_gradient_hor
    action_draw_gradient_vert
    action_draw_health
    action_draw_life
    action_draw_life_images
    action_draw_line
    action_draw_rectangle
    action_draw_score
    action_draw_sprite
    action_draw_text
    action_draw_text_transformed
    action_draw_variable
    action_effect
    action_end_game
    action_end_sound
    action_execute_script
    action_font
    action_fullscreen
    action_highscore_clear
    action_highscore_show
    action_if
    action_if_aligned
    action_if_collision
    action_if_dice
    action_if_empty
    action_if_health
    action_if_life
    action_if_mouse
    action_if_next_room
    action_if_number
    action_if_object
    action_if_previous_room
    action_if_question
    action_if_score
    action_if_sound
    action_if_variable
    action_inherited
    action_kill_object
    action_kill_position
    action_linear_step
    action_load_game
    action_message
    action_move
    action_move_contact
    action_move_point
    action_move_random
    action_move_start
    action_move_to
    action_next_room
    action_partemit_burst
    action_partemit_create
    action_partemit_destroy
    action_partemit_stream
    action_partsyst_clear
    action_partsyst_create
    action_partsyst_destroy
    action_parttype_color
    action_parttype_create
    action_parttype_gravity
    action_parttype_life
    action_parttype_secondary
    action_parttype_speed
    action_path
    action_path_end
    action_path_position
    action_path_speed
    action_potential_step
    action_previous_room
    action_replace_background
    action_replace_sound
    action_replace_sprite
    action_restart_game
    action_reverse_xdir
    action_reverse_ydir
    action_save_game
    action_set_alarm
    action_set_caption
    action_set_cursor
    action_set_friction
    action_set_gravity
    action_set_health
    action_set_hspeed
    action_set_life
    action_set_motion
    action_set_score
    action_set_timeline
    action_set_timeline_position
    action_set_vspeed
    action_show_info
    action_show_video
    action_sleep
    action_snap
    action_snapshot
    action_sound
    action_sprite_color
    action_sprite_set
    action_sprite_transform
    action_webpage
    action_wrap
    arccos
    arcsin
    arctan
    arctan2
    background_add
    background_add_alpha
    background_assign
    background_create_color
    background_create_from_screen
    background_create_from_surface
    background_create_gradient
    background_delete
    background_duplicate
    background_exists
    background_get_height
    background_get_name
    background_get_preload
    background_get_smooth
    background_get_texture
    background_get_transparent
    background_get_width
    background_name
    background_replace
    background_replace_alpha
    background_save
    background_set_alpha_from_background
    cd_close_door
    cd_init
    cd_length
    cd_number
    cd_open_door
    cd_pause
    cd_paused
    cd_play
    cd_playing
    cd_position
    cd_present
    cd_resume
    cd_set_position
    cd_set_track_position
    cd_stop
    cd_track
    cd_track_length
    cd_track_position
    ceil
    choose
    chr
    clipboard_get_text
    clipboard_has_text
    clipboard_set_text
    collision_circle
    collision_ellipse
    collision_line
    collision_point
    collision_rectangle
    color_get_blue
    color_get_green
    color_get_hue
    color_get_red
    color_get_saturation
    color_get_value
    cos
    d3d_draw_block
    d3d_draw_cone
    d3d_draw_cylinder
    d3d_draw_ellipsoid
    d3d_draw_floor
    d3d_draw_wall
    d3d_end
    d3d_light_define_direction
    d3d_light_define_point
    d3d_light_enable
    d3d_model_block
    d3d_model_clear
    d3d_model_cone
    d3d_model_create
    d3d_model_cylinder
    d3d_model_destroy
    d3d_model_draw
    d3d_model_ellipsoid
    d3d_model_floor
    d3d_model_load
    d3d_model_primitive_begin
    d3d_model_primitive_end
    d3d_model_save
    d3d_model_vertex
    d3d_model_vertex_color
    d3d_model_vertex_normal
    d3d_model_vertex_normal_color
    d3d_model_vertex_normal_texture
    d3d_model_vertex_normal_texture_color
    d3d_model_vertex_texture
    d3d_model_vertex_texture_color
    d3d_model_wall
    d3d_primitive_begin
    d3d_primitive_begin_texture
    d3d_primitive_end
    d3d_set_culling
    d3d_set_depth
    d3d_set_fog
    d3d_set_hidden
    d3d_set_lighting
    d3d_set_perspective
    d3d_set_projection
    d3d_set_projection_ext
    d3d_set_projection_ortho
    d3d_set_projection_perspective
    d3d_set_shading
    d3d_start
    d3d_transform_add_rotation_axis
    d3d_transform_add_rotation_x
    d3d_transform_add_rotation_y
    d3d_transform_add_rotation_z
    d3d_transform_add_scaling
    d3d_transform_add_translation
    d3d_transform_set_identity
    d3d_transform_set_rotation_axis
    d3d_transform_set_rotation_x
    d3d_transform_set_rotation_y
    d3d_transform_set_rotation_z
    d3d_transform_set_scaling
    d3d_transform_set_translation
    d3d_transform_stack_clear
    d3d_transform_stack_discard
    d3d_transform_stack_empty
    d3d_transform_stack_pop
    d3d_transform_stack_push
    d3d_transform_stack_top
    d3d_vertex
    d3d_vertex_color
    d3d_vertex_normal
    d3d_vertex_normal_color
    d3d_vertex_normal_texture
    d3d_vertex_normal_texture_color
    d3d_vertex_texture
    d3d_vertex_texture_color
    date_compare_date
    date_compare_datetime
    date_compare_time
    date_create_date
    date_create_datetime
    date_create_time
    date_current_date
    date_current_datetime
    date_current_time
    date_date_of
    date_date_string
    date_datetime_string
    date_day_span
    date_days_in_month
    date_days_in_year
    date_get_day
    date_get_day_of_year
    date_get_hour
    date_get_hour_of_year
    date_get_minute
    date_get_minute_of_year
    date_get_month
    date_get_second
    date_get_second_of_year
    date_get_week
    date_get_weekday
    date_get_year
    date_hour_span
    date_inc_day
    date_inc_hour
    date_inc_minute
    date_inc_month
    date_inc_second
    date_inc_week
    date_inc_year
    date_is_today
    date_leap_year
    date_minute_span
    date_month_span
    date_second_span
    date_time_of
    date_time_string
    date_valid_date
    date_valid_datetime
    date_valid_time
    date_week_span
    date_year_span
    degtorad
    directory_create
    directory_exists
    discard_include_file
    display_get_colordepth
    display_get_frequency
    display_get_height
    display_get_width
    display_mouse_get_x
    display_mouse_get_y
    display_mouse_set
    display_reset
    display_set_all
    display_set_colordepth
    display_set_frequency
    display_set_size
    display_test_all
    distance_to_object
    distance_to_point
    draw_arrow
    draw_background
    draw_background_ext
    draw_background_general
    draw_background_part
    draw_background_part_ext
    draw_background_stretched
    draw_background_stretched_ext
    draw_background_tiled
    draw_background_tiled_ext
    draw_button
    draw_circle
    draw_circle_color
    draw_clear
    draw_clear_alpha
    draw_ellipse
    draw_ellipse_color
    draw_get_alpha
    draw_get_color
    draw_getpixel
    draw_healthbar
    draw_highscore
    draw_line
    draw_line_color
    draw_line_width
    draw_line_width_color
    draw_path
    draw_point
    draw_point_color
    draw_primitive_begin
    draw_primitive_begin_texture
    draw_primitive_end
    draw_rectangle
    draw_rectangle_color
    draw_roundrect
    draw_roundrect_color
    draw_set_alpha
    draw_set_blend_mode
    draw_set_blend_mode_ext
    draw_set_circle_precision
    draw_set_color
    draw_set_font
    draw_set_halign
    draw_set_valign
    draw_sprite
    draw_sprite_ext
    draw_sprite_general
    draw_sprite_part
    draw_sprite_part_ext
    draw_sprite_stretched
    draw_sprite_stretched_ext
    draw_sprite_tiled
    draw_sprite_tiled_ext
    draw_surface
    draw_surface_ext
    draw_surface_general
    draw_surface_part
    draw_surface_part_ext
    draw_surface_stretched
    draw_surface_stretched_ext
    draw_surface_tiled
    draw_surface_tiled_ext
    draw_text
    draw_text_color
    draw_text_ext
    draw_text_ext_color
    draw_text_ext_transformed
    draw_text_ext_transformed_color
    draw_text_transformed
    draw_text_transformed_color
    draw_triangle
    draw_triangle_color
    draw_vertex
    draw_vertex_color
    draw_vertex_texture
    draw_vertex_texture_color
    ds_grid_add
    ds_grid_add_disk
    ds_grid_add_grid_region
    ds_grid_add_region
    ds_grid_clear
    ds_grid_copy
    ds_grid_create
    ds_grid_destroy
    ds_grid_get
    ds_grid_get_disk_max
    ds_grid_get_disk_mean
    ds_grid_get_disk_min
    ds_grid_get_disk_sum
    ds_grid_get_max
    ds_grid_get_mean
    ds_grid_get_min
    ds_grid_get_sum
    ds_grid_height
    ds_grid_multiply
    ds_grid_multiply_disk
    ds_grid_multiply_grid_region
    ds_grid_multiply_region
    ds_grid_read
    ds_grid_resize
    ds_grid_set
    ds_grid_set_disk
    ds_grid_set_grid_region
    ds_grid_set_region
    ds_grid_shuffle
    ds_grid_value_disk_exists
    ds_grid_value_disk_x
    ds_grid_value_disk_y
    ds_grid_value_exists
    ds_grid_value_x
    ds_grid_value_y
    ds_grid_width
    ds_grid_write
    ds_list_add
    ds_list_clear
    ds_list_copy
    ds_list_create
    ds_list_delete
    ds_list_destroy
    ds_list_empty
    ds_list_find_index
    ds_list_find_value
    ds_list_insert
    ds_list_read
    ds_list_replace
    ds_list_shuffle
    ds_list_size
    ds_list_sort
    ds_list_write
    ds_map_add
    ds_map_clear
    ds_map_copy
    ds_map_create
    ds_map_delete
    ds_map_destroy
    ds_map_empty
    ds_map_exists
    ds_map_find_first
    ds_map_find_last
    ds_map_find_next
    ds_map_find_previous
    ds_map_find_value
    ds_map_read
    ds_map_replace
    ds_map_size
    ds_map_write
    ds_priority_add
    ds_priority_change_priority
    ds_priority_clear
    ds_priority_copy
    ds_priority_create
    ds_priority_delete_max
    ds_priority_delete_min
    ds_priority_delete_value
    ds_priority_destroy
    ds_priority_empty
    ds_priority_find_max
    ds_priority_find_min
    ds_priority_find_priority
    ds_priority_read
    ds_priority_size
    ds_priority_write
    ds_queue_clear
    ds_queue_copy
    ds_queue_create
    ds_queue_dequeue
    ds_queue_destroy
    ds_queue_empty
    ds_queue_enqueue
    ds_queue_head
    ds_queue_read
    ds_queue_size
    ds_queue_tail
    ds_queue_write
    ds_set_precision
    ds_stack_clear
    ds_stack_copy
    ds_stack_create
    ds_stack_destroy
    ds_stack_empty
    ds_stack_pop
    ds_stack_push
    ds_stack_read
    ds_stack_size
    ds_stack_top
    ds_stack_write
    effect_clear
    effect_create_above
    effect_create_below
    environment_get_variable
    event_inherited
    event_inherited
    event_perform
    event_perform_object
    event_user
    execute_file
    execute_program
    execute_shell
    execute_string
    exp
    export_include_file
    export_include_file_location
    external_call
    external_call0
    external_call1
    external_call2
    external_call3
    external_call4
    external_call5
    external_call6
    external_call7
    external_call8
    external_define
    external_define0
    external_define1
    external_define2
    external_define3
    external_define4
    external_define5
    external_define6
    external_define7
    external_define8
    external_free
    file_attributes
    file_bin_close
    file_bin_open
    file_bin_position
    file_bin_read_byte
    file_bin_rewrite
    file_bin_seek
    file_bin_size
    file_bin_write_byte
    file_close
    file_copy
    file_delete
    file_eof
    file_exists
    file_find_close
    file_find_first
    file_find_next
    file_open_append
    file_open_read
    file_open_write
    file_read_real
    file_read_string
    file_readln
    file_rename
    file_text_close
    file_text_eof
    file_text_open_append
    file_text_open_read
    file_text_open_write
    file_text_read_real
    file_text_read_string
    file_text_readln
    file_text_write_real
    file_text_write_string
    file_text_writeln
    file_write_real
    file_write_string
    file_writeln
    filename_change_ext
    filename_dir
    filename_drive
    filename_ext
    filename_name
    filename_path
    floor
    font_add
    font_add_sprite
    font_delete
    font_exists
    font_get_bold
    font_get_first
    font_get_fontname
    font_get_italic
    font_get_last
    font_get_name
    font_get_size
    font_name
    font_replace
    font_replace_sprite
    frac
    game_end
    game_load
    game_restart
    game_save
    get_color
    get_directory
    get_directory_alt
    get_integer
    get_open_filename
    get_save_filename
    get_string
    highscore_add
    highscore_add_current
    highscore_clear
    highscore_name
    highscore_set_background
    highscore_set_border
    highscore_set_colors
    highscore_set_font
    highscore_set_strings
    highscore_show
    highscore_show_ext
    highscore_value
    ini_close
    ini_key_delete
    ini_key_exists
    ini_open
    ini_read_real
    ini_read_string
    ini_section_delete
    ini_section_exists
    ini_write_real
    ini_write_string
    instance_activate_all
    instance_activate_object
    instance_activate_region
    instance_change
    instance_copy
    instance_create
    instance_deactivate_all
    instance_deactivate_object
    instance_deactivate_region
    instance_destroy
    instance_exists
    instance_find
    instance_furthest
    instance_nearest
    instance_number
    instance_place
    instance_position
    instance_sprite
    io_clear
    io_handle
    is_real
    is_string
    joystick_axes
    joystick_buttons
    joystick_check_button
    joystick_direction
    joystick_exists
    joystick_has_pov
    joystick_name
    joystick_pov
    joystick_rpos
    joystick_upos
    joystick_vpos
    joystick_xpos
    joystick_ypos
    joystick_zpos
    keyboard_check
    keyboard_check_direct
    keyboard_check_pressed
    keyboard_check_released
    keyboard_clear
    keyboard_get_map
    keyboard_get_numlock
    keyboard_key_press
    keyboard_key_release
    keyboard_set_map
    keyboard_set_numlock
    keyboard_unset_map
    keyboard_wait
    lengthdir_x
    lengthdir_y
    ln
    load_info
    log10
    log2
    logn
    make_color
    make_color_hsv
    make_color_rgb
    max
    max3
    mean
    median
    merge_color
    message_alpha
    message_background
    message_button
    message_button_font
    message_caption
    message_input_color
    message_input_font
    message_mouse_color
    message_position
    message_size
    message_text_font
    min
    min3
    motion_add
    motion_set
    mouse_check_button
    mouse_check_button_pressed
    mouse_check_button_released
    mouse_clear
    mouse_wait
    move_bounce
    move_bounce_all
    move_bounce_solid
    move_contact
    move_contact_all
    move_contact_solid
    move_outside_all
    move_outside_solid
    move_random
    move_random
    move_snap
    move_towards_point
    move_wrap
    mp_grid_add_cell
    mp_grid_add_instances
    mp_grid_add_rectangle
    mp_grid_clear_all
    mp_grid_clear_cell
    mp_grid_clear_rectangle
    mp_grid_create
    mp_grid_destroy
    mp_grid_draw
    mp_grid_path
    mp_linear_path
    mp_linear_path_object
    mp_linear_step
    mp_linear_step_object
    mp_potential_path
    mp_potential_path_object
    mp_potential_settings
    mp_potential_step
    mp_potential_step_object
    mplay_connect_status
    mplay_data_mode
    mplay_data_read
    mplay_data_write
    mplay_end
    mplay_init_ipx
    mplay_init_modem
    mplay_init_serial
    mplay_init_tcpip
    mplay_ipaddress
    mplay_message_clear
    mplay_message_count
    mplay_message_id
    mplay_message_name
    mplay_message_player
    mplay_message_receive
    mplay_message_send
    mplay_message_send_guaranteed
    mplay_message_value
    mplay_player_find
    mplay_player_id
    mplay_player_name
    mplay_session_create
    mplay_session_end
    mplay_session_find
    mplay_session_join
    mplay_session_mode
    mplay_session_name
    mplay_session_status
    object_add
    object_delete
    object_event_add
    object_event_clear
    object_exists
    object_get_depth
    object_get_mask
    object_get_name
    object_get_parent
    object_get_persistent
    object_get_solid
    object_get_sprite
    object_get_visible
    object_is_ancestor
    object_name
    object_set_depth
    object_set_mask
    object_set_parent
    object_set_persistent
    object_set_solid
    object_set_sprite
    object_set_visible
    ord
    parameter_count
    parameter_string
    part_attractor_clear
    part_attractor_create
    part_attractor_destroy
    part_attractor_destroy_all
    part_attractor_exists
    part_attractor_force
    part_attractor_position
    part_changer_clear
    part_changer_create
    part_changer_destroy
    part_changer_destroy_all
    part_changer_exists
    part_changer_kind
    part_changer_region
    part_changer_types
    part_deflector_clear
    part_deflector_create
    part_deflector_destroy
    part_deflector_destroy_all
    part_deflector_exists
    part_deflector_friction
    part_deflector_kind
    part_deflector_region
    part_destroyer_clear
    part_destroyer_create
    part_destroyer_destroy
    part_destroyer_destroy_all
    part_destroyer_exists
    part_destroyer_region
    part_emitter_burst
    part_emitter_clear
    part_emitter_create
    part_emitter_destroy
    part_emitter_destroy_all
    part_emitter_exists
    part_emitter_region
    part_emitter_stream
    part_particles_clear
    part_particles_count
    part_particles_create
    part_particles_create_color
    part_system_automatic_draw
    part_system_automatic_update
    part_system_clear
    part_system_create
    part_system_depth
    part_system_destroy
    part_system_draw_order
    part_system_drawit
    part_system_exists
    part_system_position
    part_system_update
    part_type_alpha
    part_type_alpha1
    part_type_alpha2
    part_type_alpha3
    part_type_blend
    part_type_clear
    part_type_color
    part_type_color1
    part_type_color2
    part_type_color3
    part_type_color_hsv
    part_type_color_mix
    part_type_color_rgb
    part_type_create
    part_type_death
    part_type_destroy
    part_type_direction
    part_type_exists
    part_type_gravity
    part_type_life
    part_type_orientation
    part_type_scale
    part_type_shape
    part_type_size
    part_type_speed
    part_type_sprite
    part_type_step
    path_add
    path_add_point
    path_append
    path_assign
    path_change_point
    path_clear_points
    path_delete
    path_delete_point
    path_duplicate
    path_end
    path_exists
    path_flip
    path_get_closed
    path_get_kind
    path_get_length
    path_get_name
    path_get_number
    path_get_point_speed
    path_get_point_x
    path_get_point_y
    path_get_precision
    path_get_speed
    path_get_x
    path_get_y
    path_insert_point
    path_mirror
    path_name
    path_reverse
    path_rotate
    path_scale
    path_set_closed
    path_set_kind
    path_set_precision
    path_shift
    path_start
    place_empty
    place_free
    place_meeting
    place_snapped
    point_direction
    point_distance
    position_change
    position_destroy
    position_empty
    position_meeting
    power
    radtodeg
    random
    random_get_seed
    random_set_seed
    randomize
    real
    registry_exists
    registry_exists_ext
    registry_read_real
    registry_read_real_ext
    registry_read_string
    registry_read_string_ext
    registry_set_root
    registry_write_real
    registry_write_real_ext
    registry_write_string
    registry_write_string_ext
    room_add
    room_assign
    room_duplicate
    room_exists
    room_get_name
    room_goto
    room_goto_next
    room_goto_previous
    room_instance_add
    room_instance_clear
    room_name
    room_next
    room_previous
    room_restart
    room_set_background
    room_set_background_color
    room_set_caption
    room_set_code
    room_set_height
    room_set_persistent
    room_set_view
    room_set_view_enabled
    room_set_width
    room_tile_add
    room_tile_add_ext
    room_tile_clear
    round
    screen_redraw
    screen_refresh
    screen_save
    screen_save_part
    screen_wait_vsync
    script_execute
    script_exists
    script_get_name
    script_get_text
    script_name
    set_automatic_draw
    set_program_priority
    set_synchronization
    show_debug_message
    show_error
    show_image
    show_info
    show_menu
    show_menu_pos
    show_message
    show_message
    show_message_ext
    show_question
    show_question
    show_text
    show_video
    sign
    sin
    sleep
    sound_3d_set_sound_cone
    sound_3d_set_sound_distance
    sound_3d_set_sound_position
    sound_3d_set_sound_velocity
    sound_add
    sound_background_tempo
    sound_delete
    sound_discard
    sound_effect_chorus
    sound_effect_compressor
    sound_effect_echo
    sound_effect_equalizer
    sound_effect_flanger
    sound_effect_gargle
    sound_effect_reverb
    sound_effect_set
    sound_exists
    sound_fade
    sound_get_kind
    sound_get_name
    sound_get_preload
    sound_global_volume
    sound_isplaying
    sound_loop
    sound_name
    sound_pan
    sound_play
    sound_replace
    sound_restore
    sound_set_search_directory
    sound_stop
    sound_stop_all
    sound_volume
    splash_set_adapt
    splash_set_border
    splash_set_caption
    splash_set_color
    splash_set_cursor
    splash_set_fullscreen
    splash_set_interrupt
    splash_set_main
    splash_set_scale
    splash_set_size
    splash_set_stop_key
    splash_set_stop_mouse
    splash_set_top
    splash_show_image
    splash_show_text
    splash_show_video
    sprite_add
    sprite_add_alpha
    sprite_add_from_screen
    sprite_add_from_surface
    sprite_assign
    sprite_create_from_screen
    sprite_create_from_surface
    sprite_delete
    sprite_duplicate
    sprite_exists
    sprite_get_bbox_bottom
    sprite_get_bbox_left
    sprite_get_bbox_mode
    sprite_get_bbox_right
    sprite_get_bbox_top
    sprite_get_height
    sprite_get_name
    sprite_get_number
    sprite_get_precise
    sprite_get_preload
    sprite_get_smooth
    sprite_get_texture
    sprite_get_transparent
    sprite_get_width
    sprite_get_xoffset
    sprite_get_yoffset
    sprite_merge
    sprite_name
    sprite_replace
    sprite_replace_alpha
    sprite_save
    sprite_set_alpha_from_sprite
    sprite_set_bbox
    sprite_set_bbox_mode
    sprite_set_offset
    sprite_set_precise
    sqr
    sqrt
    string
    string_char_at
    string_copy
    string_count
    string_delete
    string_digits
    string_format
    string_height
    string_height_ext
    string_insert
    string_length
    string_letters
    string_lettersdigits
    string_lower
    string_pos
    string_repeat
    string_replace
    string_replace_all
    string_upper
    string_width
    string_width_ext
    surface_copy
    surface_copy_part
    surface_create
    surface_exists
    surface_free
    surface_get_height
    surface_get_texture
    surface_get_width
    surface_getpixel
    surface_reset_target
    surface_save
    surface_save_part
    surface_set_target
    tan
    texture_exists
    texture_get_height
    texture_get_width
    texture_preload
    texture_set_blending
    texture_set_interpolation
    texture_set_priority
    texture_set_repeat
    tile_add
    tile_delete
    tile_delete_at
    tile_exists
    tile_find
    tile_get_alpha
    tile_get_background
    tile_get_blend
    tile_get_depth
    tile_get_height
    tile_get_left
    tile_get_top
    tile_get_visible
    tile_get_width
    tile_get_x
    tile_get_xscale
    tile_get_y
    tile_get_yscale
    tile_layer_delete
    tile_layer_delete_at
    tile_layer_depth
    tile_layer_find
    tile_layer_hide
    tile_layer_shift
    tile_layer_show
    tile_set_alpha
    tile_set_background
    tile_set_blend
    tile_set_depth
    tile_set_position
    tile_set_region
    tile_set_scale
    tile_set_visible
    timeline_add
    timeline_delete
    timeline_exists
    timeline_get_name
    timeline_moment_add
    timeline_moment_clear
    timeline_name
    transition_define
    transition_exists
    variable_global_array2_get
    variable_global_array2_set
    variable_global_array_get
    variable_global_array_set
    variable_global_exists
    variable_global_get
    variable_global_set
    variable_local_array2_get
    variable_local_array2_set
    variable_local_array_get
    variable_local_array_set
    variable_local_exists
    variable_local_get
    variable_local_set
    window_center
    window_default
    window_get_caption
    window_get_color
    window_get_cursor
    window_get_fullscreen
    window_get_height
    window_get_region_height
    window_get_region_scale
    window_get_region_width
    window_get_showborder
    window_get_showicons
    window_get_sizeable
    window_get_stayontop
    window_get_visible
    window_get_width
    window_get_x
    window_get_y
    window_handle
    window_mouse_get_x
    window_mouse_get_y
    window_mouse_set
    window_set_caption
    window_set_color
    window_set_cursor
    window_set_fullscreen
    window_set_position
    window_set_rectangle
    window_set_region_scale
    window_set_region_size
    window_set_showborder
    window_set_showicons
    window_set_size
    window_set_sizeable
    window_set_stayontop
    window_set_visible
    window_view_mouse_get_x
    window_view_mouse_get_y
    window_view_mouse_set
    window_views_mouse_get_x
    window_views_mouse_get_y
    window_views_mouse_set


    MfG Waterman7
  • Danke! Schau ich mir mal an.^^

    Ich habe mit dem Code it dem Laser rumprobiert, doch ich komme zu keiner Lösung!

    Wie kann ich es schaffen? Weiss jemdand wie das geht?

    Der LAser soll nun von einem Objekt ausgehen. und nicht von einem Zufälligen zeichenrand...
  • Was genau soll denn mit dem Laser sein? Was kann daran so schwer sein, die gewünschte Objektposition (obj_zielobjekt.x / y und die Mauskoordinaten (mouse_x, mouse_y) zu ermitteln? Und jetzt zeichnest du eben ne Linie von A nach B oder was auch immer. Falls du ne Kollision haben willst, erstell dir einfach ein Laser Sprite von so 64 px Breite und 8 px Höhe (Beispiel) und mach inner Forschleife den Laser bis zur Maus. Btw. lengthdir_x/y wären da Hilfreich (oder gleich mit sin und cos arbeiten).

    mfg Critical
  • Das Problem liegt nur darin, das er die Lite version hat, und ich glaub kaum, das er schon so lange mit dem Game maker arbeitet, um zu wissen, wie man mit cos arbeitet, oder wie man eine for schleife macht. Wenn ich mich da irre, dann würde ich criticals mehtode machen. Warum aber eine collsions abfrage mit einer for schleife machen, wenns auch mit dem Befehl:

    GML-Quellcode

    1. collision_line(x1,y1,x2,y2,obj_prec,notme)

    machen könnte?

    LG Afroman
  • Ich habe bis jetzt eigentlicn ur mit D & D gearbeitet. Ich weiss ungefähr wie for schleifen gehen (Java...)

    Doch beim Game Maker lande ich immer in einer Sackgasse.
    Ich weiss dass ich die Koordinaten in den dCode einfügen muss, doch ich weiss nicht wo und wie.

    Darum Frage ich die experten.^^

    (COS? Was ist das?)
  • Spellmaker schrieb:

    Um Transparenz zu erzeugen machst du einfach:

    GML-Quellcode

    1. image_alpha=0.5;
    2. //zeichenaktion
    3. image_alpha=1;
    Falsch, image_alpha bestimmt nur den alpha wert (Transparenz) für das normale Sprite. Wenn du die draw Funktionen beeinflussen willst musst du wie in Interceptors Tut "draw_set_alpha" benutzen.

    Die Variable image_alpha wird sozusagen in dem vordefinierten "draw_sprite_ext" im Objekt benutzt. Genauso wie image_angle, image_blend, image_x/yscale, uvm.
    So far, Schattenphoenix~
    _____________________________________________________________________________
    "Who needs a stairway to heaven...
    If there is an elevator to hell... ?
    "
    - Vergessen
    "Auch ein perfektes Chaos ist etwas vollkommenes."
    - Jean Genet