effect_create_above

This function creates a simple effect above all instances of your room (it is actually created at a depth of -15000).

If the effect is anything other than 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.

These effects can have their drawing toggled on and off, as well as 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).

The available constants for the different particle kinds are:

Effect Type Constant
Constant Example Description
ef_cloud cloud effect example An effect that creates random cloud particles of varying sizes
ef_ellipse ellipse effect example An effect that creates expanding ellipses
ef_explosion explosion effect example An effect that creates expanding fading explosions
ef_firework firework effect example An effect that creates multiple small particles to generate a firework explosion
ef_flare flare effect example An effect that generates a brilliant point that flares up and fades out
ef_rain rain effect example An effect that generates rain particles coming down from the top of the screen
ef_ring circle effect example An effect that generates expanding and fading circles
ef_smoke smoke effect example An effect that generates little puffs of smoke
ef_smokeup rising smoke effect example An effect that creates a smoke plume that rises up the screen
ef_snow snow effect example An effect that generates multiple snow particles falling down the screen
ef_spark spark effect example An effect that generates a small spark
ef_star star effect example An effect that generates star particles

 

Syntax:

effect_create_above(kind, x, y, size, colour);

Argument Type Description
kind Effect Type Constant The kind of effect (use one of the constants listed above).
x Real The x positioning of the effect if relevant.
y Real The y positioning of the effect if relevant.
size Real The size of the effect.
colour Colour The colour of the effect.

 

Returns:

N/A

 

Example:

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 if its health variable is less than or equal to 0.