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Added draw_circle_width
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FoxyOfJungle committed Jun 8, 2023
1 parent e6a7dc9 commit 2f23f3a
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Showing 11 changed files with 100 additions and 50 deletions.
1 change: 1 addition & 0 deletions TurboGML.resource_order
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Expand Up @@ -10,6 +10,7 @@
{"name":"spr_player","order":7,"path":"sprites/spr_player/spr_player.yy",},
{"name":"obj_bullet","order":3,"path":"objects/obj_bullet/obj_bullet.yy",},
{"name":"obj_player_2_test","order":11,"path":"objects/obj_player_2_test/obj_player_2_test.yy",},
{"name":"GM_Fire_spr_Fire","order":1,"path":"sprites/GM_Fire_spr_Fire/GM_Fire_spr_Fire.yy",},
{"name":"obj_b3","order":8,"path":"objects/obj_b3/obj_b3.yy",},
{"name":"obj_solid","order":12,"path":"objects/obj_solid/obj_solid.yy",},
{"name":"Sprite5","order":2,"path":"sprites/Sprite5/Sprite5.yy",},
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1 change: 1 addition & 0 deletions TurboGML.yyp

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5 changes: 0 additions & 5 deletions objects/obj_tests/Create_0.gml
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@@ -1,9 +1,4 @@

part_sys = part_system_create_layer("Assets_1", false);




gpu_set_tex_filter(true);
show_debug_overlay(true);

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6 changes: 6 additions & 0 deletions objects/obj_tests/Draw_0.gml
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@@ -1,4 +1,10 @@



draw_circle_width(mouse_x, mouse_y, 32, 64, 32, floor(gui_mouse_x_normalized*12));



//var _val = floor(gui_mouse_x_normalized*1000);
//draw_text(10, 50, _val);
//draw_text(10, 80, inverse_sqrt(_val));
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6 changes: 0 additions & 6 deletions objects/obj_tests/Step_0.gml
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@@ -1,11 +1,5 @@


if (mouse_check_button(mb_left)) {
var _part = particle_get_type(ParticleSystem1);
part_type_direction(_part, 260, 290, 0, 0);
part_particles_create(part_sys, mouse_x, mouse_y, _part, 1);
}


if keyboard_check_pressed(vk_escape) game_end();

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3 changes: 2 additions & 1 deletion particles/ParticleSystem1/ParticleSystem1.yy

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2 changes: 1 addition & 1 deletion rooms/Room1/Room1.yy

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52 changes: 15 additions & 37 deletions scripts/__tgm_core/__tgm_core.gml
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Expand Up @@ -2180,6 +2180,21 @@ function draw_line_vector(x1, y1, angle, distance) {
}


function draw_circle_width(x, y, inner, outer, segments, i_start=0) {
draw_primitive_begin(pr_trianglestrip);
var i = i_start, dir, dx, dy;
repeat(segments + 1) {
dir = (i / segments) * Tau;
dx = cos(dir);
dy = sin(dir);
draw_vertex(x + dx*inner, y - dy*inner);
draw_vertex(x + dx*outer, y - dy*outer);
i++;
}
draw_primitive_end();
}


function draw_texture_quad(texture_id, x1, y1, x2, y2, x3, y3, x4, y4, precision=50) {
/*p1--p2
| |
Expand Down Expand Up @@ -2687,43 +2702,6 @@ function texturegroup_debug_draw_sprites(group, scale) {
#endregion


#region PARTICLES

function particle_create(x, y, layer_id, particle_asset) {
var _part = part_system_create_layer(layer_id, false, particle_asset);
part_system_position(_part, x, y);
return _part;
}

/// @desc Used to get the particle type from a particle system created via IDE.
/// So you can use part_particles_create() to create the particles from it.
function particle_get_type(particle_asset, emitter_index=0) {
return particle_get_info(particle_asset).emitters[emitter_index].parttype.ind;
}

function particle_move(part_system, x, y) {
part_system_position(part_system, x, y);
}

function particle_set_emission_enabled(part_system, particle_asset, enabled, emitter_index=0) {
var _part_info = particle_get_info(particle_asset),
_emitter = _part_info.emitters[emitter_index];
part_emitter_stream(part_system, _emitter, _emitter.parttype.ind, enabled ? _emitter.number : 0);
}

function particle_set_emission(part_system, particle_asset, amount, emitter_index=0) {
var _part_info = particle_get_info(particle_asset),
_emitter = _part_info.emitters[emitter_index];
part_emitter_stream(part_system, _emitter, _emitter.parttype.ind, amount);
}

function particle_pause(part_system, pause) {
part_system_automatic_update(part_system, !pause);
}

#endregion


#region PROCEDURAL GENERATION

function pattern_read_sprite(sprite, wspace=1, hspace=1) {
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74 changes: 74 additions & 0 deletions sprites/GM_Fire_spr_Fire/GM_Fire_spr_Fire.yy

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