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How To Change Picture In Game Pigeon

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Select the Start button, then select Settings > Personalization to choose a picture worthy of gracing your desktop background, and to change the accent color for Start, the taskbar, and other items. The preview window gives you a sneak peek of your changes as you make them.

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In Background, select a picture or solid color, or create a slideshow of pictures.

In Colors, let Windows pull an accent color from your background, or choose your own color adventure.

Pigeon

After you've selected an accent color, scroll down to decide where you want to see the color show up, and whether it looks better in a dark or light setting.

The above screen shows the Dark setting.

Notes:

  • Get Windows 10 themes in the Microsoft Store

  • Personalize your Windows 10 device with themes—a combination of pictures, colors, and sounds—from the Microsoft Store.

The current sub-image being shown for the instance sprite.

Syntax:

image_index


Returns: Real


Description

A sprite is made up of one or more sub-images which can make the sprite appear animated as they switch from one to the other, or can they can be switched between in code to give different 'states', much like a button has in windows. If the sprite is animated, then you can get the current frame of the animation by checking the image_index variable, or if you want to change the state of a static sprite, you can select a new sub-image by setting this variable to the desired sub-image for the sprite. Please note that for changes in this variable to be visible, the instance should have either no draw event (and so GameMaker: Studio will default draw the sprite) or be drawn using one of the extended drawing functions like draw_self() or draw_sprite_ext().
Please note that while using skeletal animation sprites, you can still get and set the image_index values - see the function skeleton_animation_get_duration for examples of how to do this.


Example:

if image_speed > 0
{
if image_index > image_number - 1 instance_destroy();
}

The above code checks to see if the sprite is animating, and if it is it then checks to see if the current image_index is greater than the number of sub-images and if it is it destroys the instance.


Next: image_number
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