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Lens Flare Object – Giavapps Lens Flare

Lens Flare Object – Giavapps Lens Flare

  Giavapps Lens Flare Initialization   glf_lens_flare_init(X, Y, SpriteLensFlare, SpriteRay, SpriteGlare, Color) Initializes all local variables for the lens flare. X: determines the x position of the lens flare. Y: determines the y position of the lens flare SpriteLensFlare: determines the lens flare sprite. SpriteRay: determines the ray sprite. SpriteGlare: determines the glare sprite. Color: determines the color of the lens flare. Once you’ve initialized a GameMaker: Studio Object with this function you gain access to the following local variables: x determines the x position of the lens flare. y determines the y position of the lens flare. glowing determines the glowing level of the lens flare. (Value From 0+) (Default Value: 1) glowing_speed determines the glowing speed of the lens flare. (Value From 1+) (Default Value: room_speed*2) rotation determines the rotation of the lens flare. (Value From 0 to 359) (Default Value: 0) rotation_speed determines the rotation speed of the lens flare. (Value From 1+) (Default Value: room_speed*8) flickering_enabled determines whether the flickering is enabled (true) or not (false). (Default Value: true) flickering determines the flickering chances of the lens flare. (Value From 1+) (Default Value: room_speed*8) flickering_factor determines the flickering factor of the lens flare. (Value From 0+) (Default Value: 0.15) color determines the color of the lens flare (for example c_white). color_speed determines the speed when merging the color of the lens flare. (Value From 1+) (Default Value: room_speed) sprite_lens_flare determines the lens flare sprite. This could be sprite_giavapps_lens_flare_01 or any other lens flare sprite of your choice. sprite_ray determines the ray sprite. This could be sprite_giavapps_lens_flare_ray_01 or any other ray sprite of your choice. sprite_glare determines the glare sprite. This could be sprite_giavapps_lens_flare_glare_01 or any other glare sprite of your choice.   Giavapps Lens Flare Functions   glf_lens_flare_step() Updates the lens flare. This function must be called inside the Step Event of the lens flare.   glf_lens_flare_draw() Draws the lens flare. This function must be called inside the Draw Event of the lens flare.   Code Examples   Creating a Giavapps Lens Flare Object   Create Event   glf_lens_flare_init(x, y, sprite_giavapps_lens_flare_01, sprite_giavapps_lens_flare_ray_01, sprite_giavapps_lens_flare_glare_01, c_white);//initializes all local variables for the lens flare   Step Event   glf_lens_flare_step();//updates the lens flare   Draw Event   glf_lens_flare_draw();//draws the lens flare   Controlling Giavapps Lens Flare Effect from another Object   Step Event   var lens_flare = GiavappsLensFlareObject;//sets a temporary variable to the lens flare object lens_flare.rotation = point_direction(lens_flare.x, lens_flare.y, mouse_x, mouse_y); //rotates the lens flare object based on the mouse position   I am Luigi Piscopo, also known as DJ GiDeejay / Producer / Remixer in the music world. I am a Producer with a lot of experience in photo editing, video editing,...

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Giavapps Controller

Giavapps Controller

  Giavapps Controller   Giavapps Controller (developed and produced by Luigi PiscopoHe is the same developer of the Giavapps Windows API, Giavapps MIDI, Giavapps ProAudio, Giavapps CC, Giavapps File and Giavapps 3D extensions for GameMaker: Studio!) provides a set of easy to use and cross-platform Controllers for GameMaker Studio and GameMaker Studio 2. Giavapps Controller Extension is perfect for game developers who want to target multiple platforms, With this Extension you can quickly set up two kind of Giavapps Controllers and instead of calling different keyboard, gamepad, mouse or device_mouse functions you will be able to map Keyboard Keys and Gamepad Inputs to a single Controller Object that handles all different inputs for you. Besides you can also hide the visibility of a Giavapps Controller on a specific platform: by doing so Mouse Clicks and Touch Inputs will be ignored while Keyboard Keys and Gamepad Inputs will be still detected. This Extension has been tested on the following target platforms: Windows Mac OS X Android   Key Features Includes Giavapps Controller Stick and Giavapps Controller Button. Each Giavapps Controller supports Mouse Clicks, Multi-Touch, Gamepad Inputs and Keyboard Inputs. Support for remapping Keyboard Keys and Gamepad Inputs assigned to a Giavapps Controller. Well documented, inexpensive, easy to use, lightweight and cross-platform.   Documentation   Giavapps Controller Stick (GiavappsController.gml, GiavappsControllerStick.gml) Button (GiavappsController.gml, GiavappsControllerButton.gml)   Giavapps Controller is available on GameMaker: Marketplace!   $3.99 $9.99   LIMITED PROMO! 74% OFF!   BUY IT NOW!   I am Luigi Piscopo, also known as DJ GiDeejay / Producer / Remixer in the music world. I am a Producer with a lot of experience in photo editing, video editing, audio editing, graphic design, web design, programming and...

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Button – Giavapps Controller

Button – Giavapps Controller

  Giavapps Controller Button Initialization   gc_button_init(X, Y, KeyboardButton, GamepadButton, Sprite) Initializes all local variables for the button controller. X: x position of the button controller. Y: y position of the button controller. KeyboardButton: keyboard key to assign to the button controller. GamepadButton: gamepad input to assign to the button controller. Sprite: sprite image of the button controller. This image will be also used as mask_index for collision checking. Once you’ve initialized a GameMaker: Studio Object with this function you gain access to the following local variables: visible indicates if the button controller should be visible or not. Mouse Clicks and Touch Inputs will be ignored when the button controller is invisible but Keyboard Keys and Gamepad Inputs will be still detected. x x position of the button controller. y y position of the button controller. keyboard_button keyboard key assigned to the button controller. gamepad_button gamepad input assigned to the button controller. gamepad_device Indicates the gamepad device "slot". (Default Value: 0) sprite sprite image of the button controller. mask_index collision mask. This should be the same as sprite image usually. press indicates if the button controller is held down (true) or not (false). (Default Value: false) pressed indicates if the button controller has been pressed (true) or not (false). (Default Value: false) released indicates if the button controller has been released (true) or not (false). (Default Value: false)   Giavapps Controller Button Functions   gc_button_alarm0() Updates pressure states of the button controller. This function must be called inside the Alarm 0 Event of the button controller.   gc_button_step() Updates the button controller. This function must be called inside the Step Event of the button controller.   gc_button_draw_gui() Draws the button controller on the GUI Layer. This function must be called inside the Draw GUI Event of the button controller.   Giavapps Controller Button Sprites     Giavapps Controller Button Sprites can be any size of your choice (we used a 160×160 pixels for Sprite image) but you should remember centering the origin of the sprite (if needed) and marking Precise Collision Checking box for precise collision checking. The Sprite argument of gc_button_init() function also defines the mask_index used for collision checking.   Code Examples   Creating a Giavapps Controller Button   Create Event   gc_button_init(view_wview[0]-560, view_hview[0]-160, ord(‘X’), gp_face2, sprite_giavapps_controller_button_1);//initializes all local variables for the button controller   Alarm 0 Event   gc_button_alarm0();//updates pressure states of the button controller   Step Event   gc_button_step();//updates the button controller   Draw GUI Event   gc_button_draw_gui();//draws the button controller   Using Giavapps Controller Button States   Step Event   var button = GiavappsControllerButton;//sets a temporary variable to the button controller object if(button.pressed) { show_debug_message("Giavapps Controller Button has been...

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Stick – Giavapps Controller

Stick – Giavapps Controller

  Giavapps Controller Stick Initialization   gc_stick_init(X, Y, Radius, RadiusDeadZone, SpriteBack, SpriteFront) Initializes all local variables for the stick controller. X: x position of the stick controller. Y: y position of the stick controller. Radius: radius of the stick controller (this value should be the radius of your SpriteBack image). RadiusDeadZone: radius of the dead zone of the stick controller. If the input amount is lower than the given value the stick controller value is considered to be at 0. SpriteBack: back sprite image of the stick controller. This image will be also used as mask_index for collision checking. SpriteFront: front sprite image of the stick controller. Once you’ve initialized a GameMaker: Studio Object with this function you gain access to the following local variables: visible Indicates if the stick controller should be visible or not. Mouse Clicks and Touch Inputs will be ignored when the stick controller is invisible but Keyboard Keys and Gamepad Inputs will be still detected. x x position of the stick controller. y y position of the stick controller. radius radius of the stick controller. radius_deadzone radius of the dead zone of the stick controller. sprite_back back sprite image of the stick controller. sprite_front front sprite image of the stick controller. mask_index collision mask. This should be the same as sprite_back image usually. direction Indicates the direction of the stick controller. (Value from 0 to 359) value Indicates the pressure level of the stick controller. (Value from 0 to 1) value_h Indicates the value of the horizontal axis of the stick controller. (Value from -1 to 1) value_v Indicates the value of the vertical axis of the stick controller. (Value from -1 to 1) keyboard_left Indicates the keyboard key used for the left direction. (Default Value: vk_left) keyboard_right Indicates the keyboard key used for the right direction. (Default Value: vk_right) keyboard_up Indicates the keyboard key used for the up direction. (Default Value: vk_up) keyboard_down Indicates the keyboard key used for the down direction. (Default Value: vk_down) gamepad_device Indicates the gamepad device "slot". (Default Value: 0) gamepad_left Indicates the gamepad button used for the left direction. (Default Value: gp_padl) gamepad_right Indicates the gamepad button used for the right direction. (Default Value: gp_padr) gamepad_up Indicates the gamepad button used for the up direction. (Default Value: gp_padu) gamepad_down Indicates the gamepad button used for the down direction. (Default Value: gp_padd) gamepad_axish Indicates the horizontal gamepad axis used for the stick controller. (Default Value: gp_axislh) gamepad_axisv Indicates the vertical gamepad axis used for the stick controller. (Default Value: gp_axislv) tweening_speed Indicates the speed of the interpolation used for moving the stick to its original position. This value can be a number from 1...

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G3D Particle – Giavapps 3D

G3D Particle – Giavapps 3D

G3D Particle Creation   g3d_particle_start() Starts creating a new G3D Particle and returns a G3DParticleIndex which you can use with other functions.   g3d_particle_add(G3DParticleIndex, Delay, MotionSpeed, RotationSpeed, DirectionXY, DirectionZ, GravityX, GravityY, GravityZ) Adds a new particle to the specified G3D Particle. G3DParticleIndex: A valid G3DParticleIndex obtained from g3d_particle_start() function. Delay: delay (in steps) which indicates when the particle should start moving MotionSpeed: motion speed of the particle or 0 for not moving. RotationSpeed: rotation speed of the particle or 0 for not rotating DirectionXY: direction of the particle (in degrees) along the X and Y axis. DirectionZ: direction of the particle (in degrees) along the Z axis. GravityX: gravity of the particle along the X axis or 0 for not applying gravity along this axis. GravityY: gravity of the particle along the Y axis or 0 for not applying gravity along this axis. GravityZ: gravity of the particle along the Z axis or 0 for not applying gravity along this axis.   g3d_particle_end(G3DParticleIndex) Ends the creation of a new G3D Particle. G3DParticleIndex: A valid G3DParticleIndex obtained from g3d_particle_start() function.   g3d_particle_delete(G3DParticleIndex) Frees memory occupied by the specified G3DParticleIndex. G3DParticleIndex: A valid G3DParticleIndex obtained from g3d_particle_start() function.   G3D Particle Initialization   g3d_particle_init(G3DParticleIndex, G3DParticleTexture, G3DParticleStep, G3DParticleLength, G3DParticleStatus, G3DParticleShader) Initializes all G3D Particle Local Variables and G3D Shader Uniforms for the instance. G3DParticleIndex: A valid G3DParticleIndex obtained from g3d_particle_start() function. G3DParticleTexture: Particle texture obtained with GameMaker: Studio functions (background_get_texture() or sprite_get_texture() for example). G3DParticleStep: Starting particle step for a G3D Particle (usually it’s 0). G3DParticleLength: Length (duration in steps) for a G3D Particle (it must be higher than G3DParticleStep). G3DParticleStatus: status of the particle. G3DParticleShader: A valid G3DObjectShader (shader_giavapps_3d_particle for example). G3DParticleStatus can be one of the following values: G3D_PARTICLE_STATUS_PAUSE Means that G3D Particle is paused. G3D_PARTICLE_STATUS_PLAY Means that G3D Particle is playing.   G3D Particle Local Variables   After you called g3d_particle init() function you can control the following Local Variables:   g3d_particle_index You can set this variable to a valid G3DParticleIndex returned by g3d_particle_start() functions. A G3DParticleIndex technically is a vertex buffer which contains data about the G3D Particle. This variable stores the id of the particle drawn with g3d_particle_draw_self() function.   g3d_particle_texture This variable should be a valid Pointer to a Texture obtained with GameMaker: Studio functions (background_get_texture() or sprite_get_texture() for example). This variable determines the texture used with g3d_particle_draw_self() function.   g3d_particle_status Refers to the current Status of a G3D Particle. This variable should be set to G3D_PARTICLE_STATUS_PLAY or G3D_PARTICLE_STATUS_PAUSE and controls if the step value of the G3D Particle should increase or not.   g3d_particle_shader This variable should be a valid G3DParticleShader (shader_giavapps_3d_particle for example). This variable stores the id of...

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Contrast Saturation Brightness – Giavapps CC

Contrast Saturation Brightness – Giavapps CC

  Shader Setup   Giavapps CC provides the following function for initializing the Giavapps CC Contrast Saturation Brightness Shader:   cc_shader_csb_init() Initializes local variables and retrieves all uniform handles of the Giavapps CC Contrast Saturation Brightness Shader (shader_giavapps_cc_csb).   Then you will just need to set your drawing target with the following function:   cc_shader_csb_set() Sets the drawing target to the Giavapps CC Contrast Saturation Brightness Shader (shader_giavapps_cc_csb) and all further drawing will be done using that. You can end shader use with function shader_reset().   Local Array   You can control the following local array:   cc_csb   And then access to its values by using the following constants:   CC_CSB_MIX Mixes the input color with the output color. (Default Value: 1 – Value: from 0 to 1)   CC_CSB_LUMINOSITY_R Red component of the luminosity (affects contrast). (Default Value: 0.5 – Value: from 0 to 1)   CC_CSB_LUMINOSITY_G Green component of the luminosity (affects contrast). (Default Value: 0.5 – Value: from 0 to 1)   CC_CSB_LUMINOSITY_B Blue component of the luminosity (affects contrast). (Default Value: 0.5 – Value: from 0 to 1)   CC_CSB_CONTRAST Contrast correction. (Default Value: 1 – Value: from 0 to 10+)   CC_CSB_SATURATION Saturation correction. (Default Value: 1 – Value: from 0 to 10+)   CC_CSB_BRIGHTNESS Brightness correction. (Default Value: 1 – Value: from 0 to 10+)   Code Examples   Giavapps CC Contrast Saturation Brightness Shader   Create Event   cc_shader_csb_init();//initializes local variables and retrieves all shader uniform handles of the Giavapps CC Contrast Saturation Brightness Shader cc_csb[CC_CSB_SATURATION] = 3;//applies Saturation color correction   Draw Event   cc_shader_csb_set();//applies the Giavapps CC Contrast Saturation Brightness Shader draw_self();//draws the sprite assigned to the instance shader_reset();//resets the draw target...

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