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-Added in Example Room/Object -Added in lwo_clear() function -Cleaned up with regions -Inserted readme.md with basic function descriptions
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/// @description Init LWO Instances | ||
repeat(100) { | ||
lwo_create(new lwo_test(irandom(1024),irandom(1024))); | ||
} |
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/// @description Process LWO | ||
lwo_process(lwoEvents.DRAW); |
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/// @description Draw FPS | ||
draw_text(8,8,"FPS: " + string(fps) + " : " + string(fps_real)); |
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<div align="center"> | ||
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# LWO v1.0 - Light Weight Objects for GameMaker Studio 2.3.0 | ||
</div> | ||
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This is a system I'm designing to use as light weight objects for some of my upcoming projects. These take advantage of GameMaker's newly featured structs, and allows you to make entire objects out of them. | ||
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## Functions | ||
`lwo_create(struct)` | ||
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Provides the necessary information via said struct, adding it to the LWO System. Returns struct. | ||
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i.e. | ||
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`lwo_create(new lwo_test(x,y));` | ||
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`lwo_count()` | ||
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Returns the current number of LWO instances. | ||
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`lwo_find(id)` | ||
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Returns the specific struct if found. Otherwise returns undefined. | ||
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`lwo_destroy([id],[execute destroy (bool)])` | ||
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Destroys struct with either ID provided, or will obtain current ID executing it. | ||
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`lwo_process(event)` | ||
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Processes all LWO specific events. Currently step and draw events are supported only. Though it's recommended to only use one of the two, as processing multiple events degrades performance. | ||
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`lwo_free()` | ||
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Only use when you absolutely no longer need LWO system. Will free the LWO system from memory. As of currently, there's no way to recreate the LWO System besides restarting the game. | ||
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`lwo_clear()` | ||
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Removes all structs from memory. |
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