Game Maker Tutorial - Efecto de Fuego
Script:
global.ps = part_system_create();
global.pt = part_type_create();
global.pe = part_emitter_create(global.ps);
part_system_depth(global.ps, 99);
part_type_shape(global.pt, pt_shape_flare);
part_type_blend(global.pt, true);
part_type_alpha2(global.pt, 1, 0);
part_type_color_mix(global.pt, c_red, c_yellow);
part_type_direction(global.pt, 90, 90, 0, 0);
part_type_speed(global.pt, 0.1 , 1 ,0 ,0);
part_type_size(global.pt, 0.2, 0.3,0 ,0);
part_type_life(global.pt, 50, 75);
Information about object: obj_torch
Sprite: spr_torch
Solid: false
Visible: true
Depth: 99
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Step Event:
execute code:
part_emitter_region(global.ps , global.pe, x-1, x+1, y-1, y+1, ps_shape_rectangle, ps_distr_linear);
part_emitter_burst(global.ps, global.pe, global.pt, 1);
Draw Event:
execute code:
r = random(0.2)-random(0.2);
draw_set_blend_mode(bm_add);
draw_sprite_ext(spr_effect, 0, x, y+14, 1-r, 1-r, 0, c_yellow, 0.5)
draw_sprite_ext(spr_effect, 0, x, y+14, 1-r, 1-r, 0, c_red, 0.2);
draw_set_blend_mode(bm_normal);
draw_sprite(sprite_index, 0, x , y);
Information about object: obj_core
Sprite: <no sprite>
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
execute code:
scr_part_init()
Script:
global.ps = part_system_create();
global.pt = part_type_create();
global.pe = part_emitter_create(global.ps);
part_system_depth(global.ps, 99);
part_type_shape(global.pt, pt_shape_flare);
part_type_blend(global.pt, true);
part_type_alpha2(global.pt, 1, 0);
part_type_color_mix(global.pt, c_red, c_yellow);
part_type_direction(global.pt, 90, 90, 0, 0);
part_type_speed(global.pt, 0.1 , 1 ,0 ,0);
part_type_size(global.pt, 0.2, 0.3,0 ,0);
part_type_life(global.pt, 50, 75);
Information about object: obj_torch
Sprite: spr_torch
Solid: false
Visible: true
Depth: 99
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Step Event:
execute code:
part_emitter_region(global.ps , global.pe, x-1, x+1, y-1, y+1, ps_shape_rectangle, ps_distr_linear);
part_emitter_burst(global.ps, global.pe, global.pt, 1);
Draw Event:
execute code:
r = random(0.2)-random(0.2);
draw_set_blend_mode(bm_add);
draw_sprite_ext(spr_effect, 0, x, y+14, 1-r, 1-r, 0, c_yellow, 0.5)
draw_sprite_ext(spr_effect, 0, x, y+14, 1-r, 1-r, 0, c_red, 0.2);
draw_set_blend_mode(bm_normal);
draw_sprite(sprite_index, 0, x , y);
Information about object: obj_core
Sprite: <no sprite>
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
execute code:
scr_part_init()