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View_Xview Game Maker 2

View_Xview Game Maker 2. This makes sense up until the x and y in my eyes. Also note that the 3rd and 4th argument should be view_xview + view_xview and view_yview + view_hview.

Game Maker: How To Make Text Follow View (Like A Hud) - Youtube
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If (window_get_fullscreen() == false){ view_visible[0] = true; This is also where we make sure that the view surface exists and is bound to the view. Each iteration, we step toward the destination by xmin.xmax pixels and pick an ymin.ymax towards either side.

If You Are Trying To Draw Relative To The View That Is Enabled You Can Use View_Xview[View_Current], View_Yview[View_Current].


This subreddit is not designed for promoting your content and is instead focused on helping people make games, not promote them. You can set the view of the camera in pretty much the same way but you now require an actual function call. Which makes a sprite draw on the camera in the corners, but the view_xview or view_yview is not working anymore on gm2 i'm just wondering if they replaced with another code or something.

Ogame Draw Event //Center Of Screen Draw_Circle(Camtargetx,Camtargety,2,0);


Try to use this code in the ofur 's draw event : // draw event if ( (x > view_xview[0]) && (y > view_yview[0]) && (x < (view_xview[0]+view_wview[0])) && (y < (view_yview[0]+view_hview[0])) ) } draw_self(); So you could do something like this in a step event for a control object:

If That Made No Sense To You, Then Just Use View_Xview[0] And View_Yview[0].


We do this by adding the width of the view to the view_xview/yview coordinates, and seeing if that value is greater than or equal to the size of the room. What you actually need are the variables view_wview[] and view_hview[], which define the width of a given view inside a room. Also note that the 3rd and 4th argument should be view_xview + view_xview and view_yview + view_hview.

You Can Use Some Of The Inbuilt Variables And A Bit Of Math.


There are probably a bunch of ways you can do that. Cameras can show different parts of the same room and can be activated and deactivated as well as. Would it be better to just use x = obj_intro.x?

Note That Both Of These Are Arrays, So You Should Use Whichever View You're Using For Your Main Display.


Finally, add a bit of code to the draw event so we can keep track of the center of the view a bit easier. Vy = camera_get_view_y (view_camera [0]); The view will follow your player perfectly.

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