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Gamemaker studio 2 alarms
Gamemaker studio 2 alarms















No matter if an event has sub-events or not, its "default" event is always referred to by event number 0 (e.g. The type of event to perform (see the table above). NOTEThis event cannot be forced outside of a draw event and the constants are only for identifying the event when performed in these cases. If the object has reached the end of a path it is followingīroadcast Message event used for sprites and sequencesĭraw event. If the object's sprite has reached the end of its animationĪnimation event that runs every step for objects that use skeletal animationsĪnimation event that runs for skeletal animations as assigned in the skeletal animation tool Whether the instance is interesecting with the boundary of the given view (0 to 7) Whether the instance is outside the given view (0 to 7) Whether the instance is intersecting the boundary Whether the instance is outside of the room The release of one (or both) touches for a rotation has been detected anywhere in the room The movement between two touches anywhere in the room has been detected as rotating The movement between two touches anywhere in the room has been detected as a rotation The release of one (or both) touches for a pinch has been detected anywhere in the room The movement between two touches anywhere in the room has been detected as outwards The movement between two touches anywhere in the room has been detected as inwards Two touches and a straight movement have been detected anywhere in the room The release of a touch/click from a drag had enough movement for a flick event to be detected anywhere in the room The release of the touch/click from a drag has been detected anywhere in the room The beginning of a drag gesture has been detected anywhere in the roomĪ touch/click has been held and moved anywhere in the room Two quick touches/clicks and releases have been detected anywhere in the room The release of one (or both) touches for a rotation has been detected for an instanceĪ single click/touch and release has been detected anywhere in the room The movement between two touches for an instance has been detected as rotating The movement between two touches for an instance has been detected as a rotation The release of one (or both) touches for a pinch has been detected for an instance

gamemaker studio 2 alarms

The movement between two touches for an instance has been detected as outwards The movement between two touches for an instance has been detected as inwards

gamemaker studio 2 alarms

Two touches and a straight movement have been detected for an instance The release of a touch/click from a drag had enough movement for a flick event to be detected for the instance The release of the touch/click from a drag has been detected for an instance

gamemaker studio 2 alarms

The beginning of a drag gesture has been detected for an instanceĪ touch/click has been held and moved for an instance Two quick touches/clicks and releases have been detected for an instance Middle button (or clickable wheel) just pressed anywhereĪ gesture event (Tap, Drag, Flick, Pinch or Rotate)Ī single click/touch and release has been detected for an instance

gamemaker studio 2 alarms

Middle button (or clickable wheel) held down anywhere Middle button (or clickable wheel) just pressed on object Middle button (or clickable wheel) held down on object Keyboard/Keyboard Pressed/Keyboard Released The number relevant to which of the 12 alarms you wish to trigger the event of The events themselves are marked in bold text and are the same as the return values of the event_type variable (to be passed into the first argument of this function), while their number values are marked with italic text and are the same as the return values for the event_number variable (to be passed into the second argument of this function): Event Type Constant & Event Number Constant The table below outlines all the constants that are included in GameMaker for referencing event types, as well as their number value. NOTE Asynchronous events can be called using event_perform_async. Or if you perform an alarm event ev_alarm, the alarm counter will not be set to -1 but rather continue to count down.

Gamemaker studio 2 alarms code#

There are many options here which allow complete simulation of all possible events, but note that this literally just performs all the code in the event the game will not modify anything to make it trigger itself manually.įor example if you choose to perform a keyboard press event ev_keypress, the event will be triggered but the relevant key will not be recognised as having been pressed. This function will perform the code in the specified event, with the designated argument, for the instance running the code.















Gamemaker studio 2 alarms