object_set_mask(index, spr);
Argument | Description |
---|---|
index | The index of the object to change. |
spr | The new sprite to use as the object's mask. |
Returns: N/A
With this function you can set the mask_index of a specific
object (for more information on masks see Defining
Objects). This means that all instances of this object that are
created after the mask has been changed will be created with
this new mask, while instances that are already in the room may not
be affected. You can set this to -1 to remove a mask sprite and so
default to the mask defined for the sprite of the object (or no
masks if no sprite has been chosen).
Please note that this is not an instance function! You can set the
mask index of individual instances using the mask_index
variable and so have ten instances all with a different mask to the
object they are created from, and even if you change the mask index
of the object using this function, all instances that are currently
in the room will remain as they were, and only instances created
after calling the function will start with the new mask.
if global.level=10 object_set_mask(obj_Platform, spr_mask_10);
The above code checks the value of global variable and then changes the mask index of the object "obj_Platform" if it is equal to ten.