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43 Cards in this Set
- Front
- Back
get_string("Question","Input");
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Allows users to define the text in a var or obj.
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draw_text(x,y,variable or "text");
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Draws the defined variable or "text" at x,y, coordinates.
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room_goto(roomname)
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Sends the user to specified room. |
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ObjName.var-=x;
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Used when referencing another obj in a script.
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if var == x { statement; } |
If statement. If var == x, then the statement will be completed.
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&&
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'And' expression. If var1==1 && var2==1 then the following code will be executed. |
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!
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'Not' expression. If var1 != 0 then the following code will be executed. (If var1 does not equal 0)
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var[1] = 2 var[2] = 4 |
1D array. Useful for setting up an inventory, intro, etc.
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var[1,2]="text" var[1,2]=4 |
2D array. Useful for adding multiple vars to an obj.
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random()
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function. Gets any number within its range. if var(random(100)) = 0 { do this } |
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round()
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function. Use with random() to get a whole number round(random(12,24,38,50,62)) |
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-- Check to see If player's health is 0. If so, then show message "You have died." |
if player.health = 0 { show_message("You have died.") } |
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instance_create(x,y,obj)
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Function. Create a random instance of an obj @ x,y.
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Function. Without specification, destroys the instance's self. |
instance_destroy()
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instance_nearest(x,y,obj)
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Function. Finds the nearest instance of an object within x,y. |
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instance_furthest(x,y,obj)
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Function. Finds the nearest instance of an object within x,y.
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Function. Move towards a certain x,y point at a designated speed.
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move_towards_point(x,y,speed)
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Function. Restart the game. |
game_restart()
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Function. Goto a specific room. |
goto_room(room) |
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Vspeed = 0
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Set the Vertical Speed to 0
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place_meeting(x,y,obj)
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Checks for a collision at x,y with obj. Use with If to check for a collision. if place_meeting(x,y+1,obj_ground) && vspeed>=0 { vspeed=-6 } |
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--Check for a collision with obj_test at 6 steps to the right. If true, set vertical speed to -10. (Use this with a keyboard press.) |
if place_meeting(x+6,y,obj_test) { vspeed=-10 } |
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--Check if the player is free from contact at y+1. If so, set gravity to 0.5. |
if(place_free(x,y+1)) { gravity=0.5 } |
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--Move the player to contact with solid obj in 270 direction (down) at max of 12.
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move_contact_solid(270,12) |
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Direction - 0 degrees 270 degress |
0 - Right 270 - Down |
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Draw_sprite(sprite,subimage,x,y)
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Draws the specified sprite and subimage @ x,y. |
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Draw_Sprite_Tiled(sprite,subimage,x,y)
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Draw tiled sprite and subimage @ x,y
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Draw a background @ x,y. |
draw_background(background,x,y)
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Used to obtain a random value between two provided values & put into a variable. |
var = random(1,10) |
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Execute scripts (2 ways) |
Directly: script_name(arg,obj_player,0.12,false) -- works like a function. Script Execute: script_execute(script_name,arg,obj_player,0.12,falst) |
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Arguments
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From Arg0 to a max of 16 Args, accessed within the scripts using keyword "argument0"
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Expression to combine two strings.
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Plus sign +. string = "x" + "y"; |
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Not equal to
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Expression !=
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OR. Will return true if atleast one of the Booleans are true. |
|| or
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XOR. Will return true if one of the Booleans is true and the other is false.
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^^ xor
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Inefficient method for checking multiple conditions. |
if(color == blue || color == green || color == red) { temperature = "cold"; } else if(color == red || color = orange || color = yellow) { temperature = "x"; } etc... Use a switch statement instead. |
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Switch
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Statement. Used with keywords "switch","case","break" and "default." switch (color) { case red: case orange: case yellow: temperature = "warm"; break; case green: case blue: case purple: temperature = "cool"; break; default: temperature = "other"; break; } |
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Difference between Loop and Repeat |
Loop is used to execute a program multiple times. Repeat is used to execute a program for a specified number of times. |
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Repeat 10 times
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repeat (10) { instance_create(random(100),random(100),obj_x) } |
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While
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used to execute a program until the condition is no longer met. while ( x > 100) { x -= 10; } |
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Do statement
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Like 'While' statements, except they use the keyword ''Until." Will be executed first, then checked. do { x-=10 } until (x <= 100); |
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For
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var I; for (I=0 ; I < 10; I++) { instance_create(I*100 + 25, 25, obj_button) } I=0 sets the local variable to 0. I<10, checks if I is less than ten. If so, then increment I. |
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