diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Drawing/GPU_Control/gpu_set_blendmode_ext_sepalpha.htm b/Manual/contents/GameMaker_Language/GML_Reference/Drawing/GPU_Control/gpu_set_blendmode_ext_sepalpha.htm index a8d7734b6..7d0efb36d 100644 --- a/Manual/contents/GameMaker_Language/GML_Reference/Drawing/GPU_Control/gpu_set_blendmode_ext_sepalpha.htm +++ b/Manual/contents/GameMaker_Language/GML_Reference/Drawing/GPU_Control/gpu_set_blendmode_ext_sepalpha.htm @@ -4,7 +4,7 @@
When GameMaker goes to draw a pixel there is a source colour (the colour of the pixel we're going to draw) and a destination colour(the colour that's already in the pixel we're drawing to), so when determining the new colour of the pixel, the source and destination colours are calculated according to the chosen blend mode. Each component of the colours is stored as a floating point value between 0 and 1, and the new colour is calculated by multiply each component of the source colour by some factor and by multiplying each component of destination colour by some other factor and then adding the results together component by component.
+When GameMaker goes to draw a pixel there is a source colour (the colour of the pixel we're going to draw) and a destination colour(the colour that's already in the pixel we're drawing to), so when determining the new colour of the pixel, the source and destination colours are calculated according to the chosen blend mode. Each component of the colours is stored as a floating point value between 0 and 1, and the new colour is calculated by multiplying each component of the source colour by some factor and by multiplying each component of destination colour by some other factor and then adding the results together component by component.
This function permits you to set the different component parts that should be factored together to create a custom blend mode, selecting different parts of different blend mode factors for the RGB components and the Alpha component. So the "src" and "dest" argument will use the first 3 blend mode values (RGB) and the "alphasrc" and "alphadest" arguments will take the last part of the blend mode factor. For example, if you have the RGB source as bm_zero, then (0, 0, 0) will be used. If you then set the Alpha source as bm_one then (1) will be used, giving a final source blend mode of (0, 0, 0, 1).
The following chart shows the RGBA values for each blend mode, where (Rs, Gs, Bs, As) are considered the source values and (Rd, Gd, Bd, Ad) are the destination values. The eleven constants that are available for use can be either source or destination (or both) when used in this function.
src | -Blend Mode Factor Constant | +Blend Mode Factor Constant | Source blend mode factor for RGB (see constants above). |
dest | -Blend Mode Factor Constant | +Blend Mode Factor Constant | Destination blend mode factor for RGB (see constants above) |
alphasrc | -Blend Mode Factor Constant | +Blend Mode Factor Constant | Source blend mode factor Alpha (see constants above). |
alphadest | -Blend Mode Factor Constant | +Blend Mode Factor Constant | Destination blend mode factor Alpha (see constants above) |
x | -Real | +Real | The x coordinate of the point to check. |
y | -Real | +Real | The y coordinate of the point to check. |
obj | -Object Asset or Object Instance or Tile Map Element ID or Array | +Object Asset or Object Instance or Tile Map Element ID or Array | An object, instance, tile map ID, keywords all/other, or array containing these items |
prec | -Boolean | +Boolean | Whether the check is based on precise collisions (true, which is slower) or its bounding box in general (false, faster). |
notme | -Boolean | +Boolean | Whether the calling instance, if relevant, should be excluded (true) or not (false). |
Object Instance or Tile Map Element ID or noone
+Object Instance or Tile Map Element ID or noone
if collision_point(x, y, obj_Cursor, false, true) != noone
diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Variable_Functions/array_concat.htm b/Manual/contents/GameMaker_Language/GML_Reference/Variable_Functions/array_concat.htm
index 1ee9c6f23..997a2df69 100644
--- a/Manual/contents/GameMaker_Language/GML_Reference/Variable_Functions/array_concat.htm
+++ b/Manual/contents/GameMaker_Language/GML_Reference/Variable_Functions/array_concat.htm
@@ -4,7 +4,7 @@
This function takes multiple arrays as arguments, joins them together (in the order of the arguments), and returns the joined array.
array_concat(array1, array2 [, array3, ... array_n]);
+array_concat(array0, [array1, ... array_n]);
Description | |||||
---|---|---|---|---|---|
array1 | -Array | +array0 | +Array | The first array to concatenate | |
array2 | -Array | -The second array to concatenate | -|||
[array3, ... array_n] | -Array | -Additional arrays to concatenate | +[array1, ... array_n] | +Array | +Any number of arrays to concatenate (one array per argument) |
Array (new array with all arrays concatenated)
+Array (new array with all arrays concatenated)
array_1 = [1, 2, 3];
diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Variable_Functions/array_intersection.htm b/Manual/contents/GameMaker_Language/GML_Reference/Variable_Functions/array_intersection.htm
index 4d2e1e277..e5759a689 100644
--- a/Manual/contents/GameMaker_Language/GML_Reference/Variable_Functions/array_intersection.htm
+++ b/Manual/contents/GameMaker_Language/GML_Reference/Variable_Functions/array_intersection.htm
@@ -4,7 +4,7 @@
array_intersection(array1, array2 [, array3, ... array_n]);
+array_intersection(array0, [array1, ... array_n]);
Description | |||||
---|---|---|---|---|---|
array1 | -Array | +array0 | +Array | The first array | |
array2 | -Array | -The second array | -|||
[array3, ... array_n] | -Array | -Additional arrays to include in the intersection | +[array1, ... array_n] | +Array | +Any number of arrays for the intersection (one array per argument) |
Array (the intersection of the provided arrays)
+Array (the intersection of the provided arrays)
var _array1 = [1, 1, 2, 7, 12];
@@ -70,7 +65,7 @@