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 @@ gpu_set_blendmode_ext_sepalpha - + @@ -15,7 +15,7 @@

gpu_set_blendmode_ext_sepalpha

-

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.

@@ -102,22 +102,22 @@

Syntax:

- + - + - + - + @@ -142,7 +142,7 @@

Example:

Next: gpu_set_colourwriteenable
-
© Copyright YoYo Games Ltd. 2022 All Rights Reserved
+
© Copyright YoYo Games Ltd. 2023 All Rights Reserved

collision_point

-

collision_point checks the point specified by the arguments x1,y1 for a collision with any instance of the object or tile map specified by the argument "obj".

+

collision_point checks the point specified by the arguments x,y for a collision with any instance of the object or tile map specified by the argument obj.

This check can be either precise or not, but for precise collisions to be enabled, the object or instance that you are checking for must also have precise collisions enabled for their sprite. If not, the default check is based on bounding boxes. The following image illustrates how this works:

Collision point exampleRemember, for precise collisions to be considered both the object sprite and the collision function must have precise marked as on. It should also be noted that the return value of the function can be the id of any one of the instances considered to be in collision, so if three instance overlap at that point, any one of their ids could be the return value of the function.

@@ -33,34 +33,34 @@

Syntax:

- + - + - + - + - +
srcBlend Mode Factor ConstantBlend Mode Factor Constant Source blend mode factor for RGB (see constants above).
destBlend Mode Factor ConstantBlend Mode Factor Constant Destination blend mode factor for RGB (see constants above)
alphasrcBlend Mode Factor ConstantBlend Mode Factor Constant Source blend mode factor Alpha (see constants above).
alphadestBlend Mode Factor ConstantBlend Mode Factor Constant Destination blend mode factor Alpha (see constants above)
xRealReal The x coordinate of the point to check.
yRealReal The y coordinate of the point to check.
objObject Asset or Object Instance or Tile Map Element ID or ArrayObject 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
precBooleanBoolean Whether the check is based on precise collisions (true, which is slower) or its bounding box in general (false, faster).
notmeBooleanBoolean Whether the calling instance, if relevant, should be excluded (true) or not (false).

 

Returns:

-

Object Instance or Tile Map Element ID or noone

+

Object Instance or Tile Map Element ID or noone

 

Example:

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 @@ array_concat - + @@ -18,7 +18,7 @@

array_concat

This function takes multiple arrays as arguments, joins them together (in the order of the arguments), and returns the joined array.

 

Syntax:

-

array_concat(array1, array2 [, array3, ... array_n]);

+

array_concat(array0, [array1, ... array_n]);

@@ -32,25 +32,20 @@

Syntax:

- - + + - - - - - - - - + + +
Description
array1Arrayarray0Array The first array to concatenate
array2ArrayThe 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)
-

+

 

Returns:

-

Array (new array with all arrays concatenated)

+

Array (new array with all arrays concatenated)

 

Example:

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 - + @@ -19,7 +19,7 @@

array_intersection

The function also removes any duplicates found in the intersection, so it only returns unique values.

Syntax:

-

array_intersection(array1, array2 [, array3, ... array_n]);

+

array_intersection(array0, [array1, ... array_n]);

@@ -33,24 +33,19 @@

Syntax:

- - + + - - - - - - - - + + +
Description
array1Arrayarray0Array The first array
array2ArrayThe 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)

Returns:

-

Array (the intersection of the provided arrays)

+

Array (the intersection of the provided arrays)

 

Example:

var _array1 = [1, 1, 2, 7, 12];
@@ -70,7 +65,7 @@

Example:

Next: array_filter
-
© Copyright YoYo Games Ltd. 2022 All Rights Reserved
+
© Copyright YoYo Games Ltd. 2023 All Rights Reserved