Game Development Reference
In-Depth Information
Line 5 makes sure the text wraps once it has completely disappeared from the
screen. We do this by checking if
y
is smaller than the negative value of the height (in
pixels) of the
credits
string—this is equal to checking if the text is positioned entirely
above the room. Note that the function
string_height
returns the total height
regardless of the number of lines used in the string when using the hash character. If
the text is out of the screen, the value of
y
is reset to
room_height
to make it start at the
bottom again. Line 6 finally draws the text at (
320
,
y
). A value of 320 is the middle of our
room and the text lines are centered around this.
5.
Open
room_test
and place an instance of
obj_endcredits
anywhere in the room.
Result:
Reference/Result/scrolling_text_vertical.gmk
■
Tip
Put your end credits in a special room and always give the player the possibility to go back to the
title screen.
Smoke Trail
If it flies or drives, it burns fuel. And whether it's rockets, aircrafts, or cars, it just has to smoke!
After all, it's only a game, so we can temporarily forget about clean emission and the Kyoto
Protocol. Game Maker Pro users can use
particle effects
to create smoke trails. The challenge is in
making sure that these trails appear at the right place at the right time. We'll use our spaceship
example and make it blow smoke every time the engines are burning. It just takes a single step
using one of Game Maker's built-in default particle effects.
Start with:
Reference/Framework/spaceship2.gmk
Creating a Smoke Trail
1.
In our example, the engines are burning as long as the Up arrow key is being pressed.
Open the object
obj_spaceship
and select the
Keyboard
,
Up
event. At the end of the
action list, include a
Create Effect
action. Note that although this action draws effects on
the screen, you don't need to use it in the
Draw
event. Rather, you use it to start the effect
and Game Maker takes care of drawing it.
In the action, select
smoke
as the
Type
. For
X
, use
lengthdir_x(-36,image_angle)
,
for
Y
use
lengthdir_y(-36,image_angle)
. We use
image_angle
rather than
direction
because we always need to create smoke relative to where the spaceship is facing. Note
that we use negative values as the first parameter because we want to put the smoke
behind the ship rather than in front of it. Set
Size
to
small
and set the
Color
to white or
gray. Set
Where
to
above objects
and check the
Relative
box.
Result:
Reference/Result/smoke_trail.gmk
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