87 lines
3.4 KiB
HTML
87 lines
3.4 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<html><head>
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<title>Actions</title>
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<link href="style.css" rel="stylesheet" type="text/css">
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</head>
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<body background="images/back.gif">
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<!--START-->
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<h1>Actions</h1>
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Actions indicate the things that happen in a game created with <i>Game Maker</i>.
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Actions are placed in events of objects. Whenever the event takes place these
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actions are performed, resulting in certain behavior for the instances of the object.
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There are a large number of different actions available and it is important
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that you understand what they do. In this chapter we describe the actions
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available in simple mode. Note that a number of these actions are only available
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in the Pro Edition of <i>Game Maker</i>. This will be indicated.
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<p>
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All the actions are found in the tabbed pages at the right of the object property form.
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There are six sets of actions. You select the set you want by clicking on the correct tab.
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When you hold you mouse above one of the actions, a short description is
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shown to remind you of its function.
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<p>
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Let us briefly repeat: To put an action in an event, just drag it from the
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tabbed pages to the action list. You can change the order in the list, again
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using dragging. Holding the <Alt> key while dragging makes a copy of
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the action. (You can drag and copy actions between the lists in
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different object property forms.) Use the right mouse button and select the
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correct menu item to remove actions
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(or use the <Del> key) and to copy and paste selected actions.
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<p>
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When you drop an action in the action list, a window will pop-up most
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of the time, in which you can fill in certain parameters for the action.
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The parameters will be described below when describing the actions.
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Two types of parameters appear in many actions so we will describe these here.
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At the top you can indicate to which instance the action applies. The default
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is <tt>self</tt>, which is the instance for which the action is performed.
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Most of the time, this is what you want. In the case of a collision event,
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you can also specify to apply the action to the other instance
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involved in the collision. For instance, in this way you can destroy the
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other instance. Finally, you can choose to apply the action to all
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instances of a particular object. In this way you could change all
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red balls into blue balls. The second type of parameter is the
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box labeled <b>Relative</b>. By checking this box, the values you
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type in are relative to the current values. For example, in this way
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you can add something to the current score, rather than changing
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the current score to the new value. The other parameters will be
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described below. You can later change the parameters by double
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clicking on the action.
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<!--HELPONLY-->
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<P>
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Information on the different actions can be found in the
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following pages:
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<P>
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<blockquote>
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<a href="112_01_move.html">Move Actions</a><br>
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<a href="112_02_main1.html">Main Actions, Set 1</a><br>
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<a href="112_03_main2.html">Main Actions, Set 2</a><br>
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<a href="112_04_control.html">Control Actions</a><br>
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<a href="112_05_score.html">Score Actions</a><br>
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<a href="112_06_draw.html">Draw Actions</a><br>
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<a href="112_07_variables.html">Using Variables and Expressions</a><br>
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</blockquote>
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<!--ENDHELPONLY-->
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<!--END-->
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</body>
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</html>
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<!-- KEYWORDS
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actions
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adding actions
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copying actions
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relative
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--> |