By George — February 11, 2018
Overwrites a value from the attack grid for the specified attack and index. Default values are always 0.
Argument | Type | Description |
---|
attack | :real | The attack to set the value of |
index | :real | The index of the attack grid to set the value of |
value | :real | The value to set |
Example, called from jab.gml:
set_attack_value( AT_JAB, AG_SPRITE, sprite_get ( "jab" ) );
Categories: Functions, Programming, Workshop | Comments: 0
By George — February 11, 2018
Returns a value (real or undefined) from the attack grid for the specified attack and index.
Argument | Type | Description |
---|
attack | :real | The attack to get the value of |
index | :real | The index of the attack grid to get the value of |
Example, called from attack_update.gml:
if (window == get_attack_value( attack, AG_NUM_WINDOWS ) ) {
super_armor = true;
}
Categories: Functions, Programming, Workshop | Comments: 0
By George — February 11, 2018
Refreshes the character’s shader values. If you change any of their shader colors (including outline color), you must call this to tell the game the values have changed.
Example, called from update.gml:
outline_color = [ 255, 0, 0 ];
init_shader();
outline_color = [ 0, 0, 0 ];
Categories: Functions, Programming, Workshop | Comments: 0
By George — February 11, 2018
Used in combination with
shader_start() Reference→
at the beginning of draw scripts to recolor the following draw calls according to the character’s color profile.
Example, called from post_draw.gml:
shader_start();
draw_sprite_ext( sprite_get( "cool_hat" ), hat_image_index, x, y );
shader_end();
Categories: Functions, Programming, Workshop | Comments: 0
By George — February 11, 2018
Used at the beginning of draw scripts to recolor the following draw calls according to the character’s color profile. Must be followed by shader_end() Reference→
Example, called from post_draw.gml:
shader_start();
draw_sprite_ext( sprite_get( "cool_hat" ), hat_image_index, x, y );
shader_end();
Categories: Functions, Programming, Workshop | Comments: 0