Game maker check if number even
Here you are saying that if an expression resolves as true then do something. Note that the "then" part of the condition is implicit , but there is a then keyword that can be used although it's almost always omitted , so you can also create conditionals like this:.
Apart from if and then , you can also use the else keyword to do something else if the expression being checked evaluates as false. This " if In this case the expression will be evaluated, and if it evaluates as false , the statement after else is executed, otherwise the initial statement is executed it's true.
NOTE: In the GameMaker language any value that is less than or equal to 0 will evaluate as false , while any value that is greater than 0 will evaluate as true. Note that while this is slightly more verbose, it means that there is no ambiguity in the code and that it will compile correctly on ail platforms at all times.
Active Oldest Votes. Improve this answer. Katu Katu 2, 1 1 gold badge 14 14 silver badges 19 19 bronze badges. Never, ever. Arijeet Baruah Arijeet Baruah 3 1 1 bronze badge. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. The Overflow Blog. Podcast Making Agile work for data science. Stack Gives Back Featured on Meta. As you can see in our example object there are a number of events listed that it should respond to, but initially when you create an object this list is empty and you must decide which events you need and what instances of that object should do when those events are triggered.
To add events into the object, you press the Add Event button found at the bottom of the events list which will bring up the following window:. That is the list of all the basic events which an object can respond to, although some of those events also have sub events to further define behaviours. For example, if you add a Key Press event you will then get a further window popping up with the sub events that allow you to select which key the object should respond to.
Once you have selected your event, you can then add your DnD actions or code into the Actions section on the right of the event list, which means that you are telling GameMaker: Studio that when this event is triggered, these actions should be performed. You can change the order of the actions in the list by pressing and holding the left mouse button and then dragging to move the selected DnD action icon.
Finally, when you hold your mouse at rest above an action, a longer description is given of the action in a pop up window so that you can see what it does without actually having to open it. There are two further buttons available at the bottom of the events list, Delete and Change.
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