effect_create_above(kind, x, y, size, colour);
参数 | 描述 |
---|---|
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. |
大小 | The size of the effect. |
colour | The colour of the effect. |
返回: N/A(无返回值)
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.