With this function you can create a simple effect above all instances of your room (it is actually created at a depth of -100000). If the effect is anything other 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.
It is worth noting that these effects can have their drawing toggled on and off, as well as have their drawing 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:
| Constant | Example | Description |
|---|---|---|
| ef_cloud | ![]() |
An effect that creates random cloud particles of varying sizes |
| ef_ellipse | ![]() |
An effect that creates expanding ellipses |
| ef_explosion | ![]() |
An effect that creates expanding fading explosions |
| ef_firework | ![]() |
An effect that creates multiple small particles to generate a firework explosion |
| ef_flare | ![]() |
An effect that generates a brilliant point that flares up and fades out |
| ef_rain | ![]() |
An effect that generates rain particles coming down from the top of the screen |
| ef_ring | ![]() |
An effect that generates expanding and fading circles |
| ef_smoke | ![]() |
An effect that generates little puffs of smoke |
| ef_smokeup | ![]() |
An effect that creates a smoke plume that rises up the screen |
| ef_snow | ![]() |
An effect that generates multiple snow particles falling down the screen |
| ef_spark | ![]() |
An effect that generates a small spark |
| ef_star | ![]() |
An effect that generates star particles |
effect_create_above(kind, x, y, size, colour);
| Argument | Description |
|---|---|
| kind | The kind of effect (use one of the constants listed above). |
| x | The x positioning of the effect if relevant. |
| y | The y positioning of the effect if relevant. |
| size | The size of the effect. |
| colour | The colour of the effect. |
N/A
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 should the "health" variable be less than or equal to 0.