effect_create_above(kind, x, y, size, colour);
Argument | Description |
---|---|
kind | The kind of effect (use one of the constants listed here). |
x | The x positioning of the effect if relevant. |
y | The y positioning of the effect if relevant. |
size | The size of the effect. |
colour | The colour of the effect. |
Returns: N/A
With this function you can create a simple effect above all
instances of your room (it is actually created at a depth of
-100000). If the effect is anything other ef_rain or ef_snow then you can define an x/y
position to create the effect, and the size can be a value of 0, 1,
or 2, where 0 is small, 1 is medium and 2 is large.
It is worth noting that these effects can have their drawing
toggled on and off, as well as have their drawing paused, by using
the functions part_system_automatic_draw
and part_system_automatic_update
with the appropriate value for the particle system index (where 0
is for effects below and 1 is for effects above).
if health <= 0
{
effect_create_above(ef_explosion, x, y, 1,
c_yellow);
instance_destroy();
}
The above code will create a medium, yellow, explosion above the instance and destroy it should the "health" variable be less than or equal to 0.