Global locals refer to variables that every
object has, but can store different values per
object.
Below is an incomplete list of global locals already defined by ENIGMA
and GM:
- x - the object's x (horizontal) coordinate in the
room. 0 is the leftmost part of the room, with positive numbers
going to the right.
- y - the object's y (vertical) coordinate in the
room. 0 is the topmost part of the room, with positive numbers going
down (in this sense, the y axis is flipped from what we would
normally expect).
- id[1] - a unique identifier for this instance.
- sprite_index - the sprite currently
assigned to this object.
- mask_index - the
collision mask currently assigned to this
object.
- image_index - the current animation
subimage, where 0 is the first subimage.
- image_speed - the animation speed, in
subimages per step. 0 indicates no animation.
Values between 0.0 and 1.0 will animate slowly, causing some
subimages to display for multiple steps. 1 indicates normal
animation (1 subimage per step). Values greater than 1 will animate
quickly, causing some subimages to be skipped.
- image_number[2] - how many subimages
the current sprite has.
- image_single (deprecated) -
Combination of image_index and image_speed, where -1 indicates
normal animation, and >= 0 indicates that image_speed should be 0
(no animation) and image_index should be the value. Since this
variable is deprecated, use of it can lead to unpredictable results.
- image_xscale - horizontal scale factor
of the sprite. 1.0 indicates normal size, 0.5 indicates half size,
2.0 indicates double size, -1.0 horizontally flips the image.
- image_yscale - vertical scale factor of
the sprite.
- image_angle - Angle to rotate the sprite,
counter-clockwise, in degrees. 0 indicates no rotation.
- image_blend - Blending
color of the sprite. Black creates a silhouette,
white preserves the original image.
- image_alpha - Alpha transparency of the
sprite. Values between 0.0 (fully transparent) and 1.0 (fully
opaque).
<references></references>
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2.
- Read-only variables. The value may change or vary, but objects and
instances cannot directly alter their value.