diff --git a/Manual/contents/GameMaker_Language/GML_Overview/Instance Keywords/other.htm b/Manual/contents/GameMaker_Language/GML_Overview/Instance Keywords/other.htm index fc8953f3e..edd41c570 100644 --- a/Manual/contents/GameMaker_Language/GML_Overview/Instance Keywords/other.htm +++ b/Manual/contents/GameMaker_Language/GML_Overview/Instance Keywords/other.htm @@ -49,6 +49,13 @@

When 'other' changes

  • When calling an unbound constructor function, other will be the instance or struct that called that function. If the constructor is bound as a method, then other will be the instance or struct to which the constructor method is bound.
  • When stored as a reference through a struct literal, covered below under "'other' as a reference".
  • +

    Legacy other Behaviour

    +

    In previous versions of GameMaker other only changed in the following cases: 

    + +

    This behaviour can be enabled by the Legacy Other Behaviour game option.

    Struct Declaration

    Scope doesn't change inside a struct declaration, so other refers to the same scope as self (the current scope), meaning the struct or instance that's initialising the struct:

    var _struct =
    diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Instances/Instance_Variables/alarm.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Instances/Instance_Variables/alarm.htm index 97c06cf9d..cc7de9bd8 100644 --- a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Instances/Instance_Variables/alarm.htm +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Instances/Instance_Variables/alarm.htm @@ -14,7 +14,7 @@

    alarm

    이 1차원 배열 은 인스턴스에 있을 수 있는 모든 경보의 현재 값을 가져오거나 해당 경보를 설정하는 데 사용할 수 있습니다. 객체의 각 인스턴스에는 12개의 알람이 내장되어 있으며 각 알람에는 이 변수가 0에 도달할 때 실행되는 자체 event 가 있습니다.

    경보는 각 단계가 시작될 때, 단계 시작 이벤트 이후 에 기본 단계 이벤트 이전 에, 그리고 프레임에 대해 무엇이든 렌더링되기 전에 카운트다운됩니다. 즉, 단계 시작 이벤트에서 알람을 alarm_set()>1 로 설정하면 해당 이벤트가 동일한 프레임에서 실행되지만(단계 시작이 완료된 후 알람이 0으로 카운트다운됨 alarm_get()>) Step 이벤트는 다음 프레임에서 실행됩니다.

    알람이 0에 도달하면(이벤트가 트리거되었지만) 다음 단계로 -1로 내려갈 때 알람이 종료되지 않는다는 점에 유의해야 합니다. 따라서 어떤 이유로든 알람을 중지해야 하는 경우 해당 배열을 설정해야 합니다 값을 0이 아닌 -1로 설정합니다. 알람 시간은 게임 단계 에서 계산되며 값이 30이면 30단계, 60이면 60단계 등...

    참고 조치나 코드가 없는 알람은 실행되지 않습니다. 하지만 댓글만 있고 코드가 없어도 알람은 카운트다운됩니다.

    알람 배열을 직접 설정할 수 있지만(배열을 사용하여 현재 알람 값을 직접 검색할 수도 있습니다), 어떤 상황에서는 이것이 가장 적절한 방법이 아니므로 함수를 사용할 수도 있습니다. 알람을 설정하고 기능을 알람 값을 가져옵니다.

    통사론:

    alarm[val];

    보고:

    (-1 if the alarm isn't running)

    예시:

    if canshoot
    {
    -     if (keyboard_check_pressed(vk_space))
    +     if (keyboard_check_pressed(vk_space))
        {
            canshoot = false;
            alarm[0] = room_speed;
    diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Instances/instance_create_layer.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Instances/instance_create_layer.htm index 54aed71ff..f40aeb20a 100644 --- a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Instances/instance_create_layer.htm +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Instances/instance_create_layer.htm @@ -1,4 +1,4 @@ - + @@ -25,7 +25,9 @@ + +--> + \ No newline at end of file diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/room_get_info.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/room_get_info.htm index b8c102f9c..ce6adf3a3 100644 --- a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/room_get_info.htm +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/room_get_info.htm @@ -1,894 +1,869 @@ - + - - - room_get_info - - - - - - - - - - -

    room_get_info

    -

    This function gets information on a room from storage and returns it as a struct. You can choose to exclude information through the given optional arguments.

    -

    The function cannot be used to get the current state of an active room (the current room or an already visited persistent room). In this case it returns the original state of the room.

    -

    The room must have been previously created using The Asset Browser or added in-game using room_add.

    -

    The format of the returned struct is as follows:

    -

    room_info_struct = -
    - { -
    - instances: -
    - [ -
    - {/* Instance Info Struct */}, -
    - {/* Instance Info Struct */}, -
    - ], -
    - layers: -
    - [ -
    - { -
    - elements: -
    - [ -
    - {/* Layer Element Info Struct */}, -
    - { -
    - /* Example */ -
    - type: layerelementtype_tilemap, -
    - tiles: [/* Tile Map Data */] -
    - } -
    - ] -
    - }, -
    - ], -
    - views: -
    - [ -
    - {/* View Info Struct */}, -
    - ] -
    - }

    -

    The tables below list all the possible structs that can be contained in the returned struct:

    -

    Room Info

    -
    -

    This is the main struct returned by the function. All variables listed below are present at the root of this returned struct:

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Room Info Struct
    Variable NameData TypeDescription
    widthRealThe width of the room
    heightRealThe height of the room
    creationCodeScript FunctionThe index of the script function that contains this room's creation code
    physicsWorldBooleanWhether the room has a physics world
    physicsGravityXRealThe physics world's gravity component along the x axis
    physicsGravityYRealThe physics world's gravity component along the y axis
    physicsPixToMetersRealThe physics world's pixel-to-metre scale
    persistentBooleanWhether the room is persistent
    enableViewsBooleanWhether views are enabled for the room
    clearDisplayBufferBooleanWhether to clear the display buffer before drawing the room
    clearViewportBackgroundBooleanWhether to clear viewports' backgrounds before drawing to them
    colourColourThe clear colour used when clearDisplayBuffer is set to true
    instancesArray of Room Instance Info StructAn array listing all instances placed in the room with basic information on them
    layersArray of Room Layer Info StructAn array listing all room layers, in order of increasing depth
    viewsArray of Room View Info StructAn array listing all views, ordered by view index
    -
    -

    Instance Info

    -
    -

    This type of struct represents one instance in the room.

    -

    These structs are found in the instances array, which is part of the main struct returned by the function.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Instance Info Struct
    Variable NameData TypeDescription
    idObject InstanceThe instance ID
    object_indexStringThe name of the object this is an instance of (use asset_get_index to get the actual object)
    xRealThe x coordinate of the instance's position
    yRealThe y coordinate of the instance's position
    xscaleRealThe x scale of the instance
    yscaleRealThe y scale of the instance
    angleRealThe rotation angle of the instance
    image_indexRealThe image index used by the instance
    image_speedRealThe image speed of the instance
    colourColourThe blend colour used to draw the instance
    creation_codeScript FunctionThe index of the script function that contains the instance's creation code
    pre_creation_codeScript FunctionThe index of the script function that contains the instance's pre-creation code
    -
    -

    Layer Info

    -
    -

    This type of struct represents one layer in the room.

    -

    These structs are found in the layers array, which is part of the main struct returned by the function.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Layer Info Struct
    Variable NameData TypeDescription
    idRealThe layer handle
    nameStringThe name of the layer
    visibleBooleanWhether the layer is visible
    depthRealThe depth of the layer
    xoffsetRealThe x offset of the layer
    yoffsetRealThe y offset of the layer
    hspeedRealThe horizontal speed of the layer
    vspeedRealThe vertical speed of the layer
    effectEnabledBooleanWhether the layer filter/effect is currently enabled
    effectToBeEnabledBooleanWhether the layer filter/effect should be enabled/disabled in the next frame (the next value of effectEnabled)
    effectFX StructA struct containing the effect's parameters (-1 if no layer effect is set)
    shaderIDShader AssetThe shader to be applied to the layer (layer_shader)
    elementsArray of Room Layer Element Info StructAn array listing all elements on the layer. Each element type struct contains information specific to it.
    -
    -

    View Info

    -
    -

    This type of struct represents one view in the room.

    -

    These structs are found in the views array, which is part of the main struct returned by the function.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    View Info Struct
    Variable NameData TypeDescription
    visibleBooleanWhether the view is visible
    cameraIDCamera IDThe camera assigned to this view
    xviewRealThe x coordinate of the view camera's position
    yviewRealThe y coordinate of the view camera's position
    wviewRealThe width of the view's camera
    hviewRealThe height of the view's camera
    hspeedRealThe horizontal movement speed of the view
    vspeedRealThe vertical movement speed of the view
    xportRealThe x position on screen where the view is drawn
    yportRealThe y position on screen where the view is drawn
    wportRealThe width of the viewport
    hportRealThe height of the viewport
    objectObject AssetThe object of which the first instance in the room should be followed by the camera
    hborderRealThe horizontal border around the instance of the object to follow
    vborderRealThe vertical border around the instance of the object to follow
    -
    -

    Layer Element Info

    -
    -

    This type of struct represents one element in a layer.

    -

    These structs are found in the elements array, which is part of a layer struct.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Layer Element Info Struct
    Variable NameData TypeDescription
    All Element Types
    idRealThe unique ID of the element
    typeLayer Element Type ConstantThe type of element
    Background Element Type
    sprite_indexSprite AssetThe sprite used by the background
    image_indexRealThe sprite's subimage
    xscaleRealThe scale along the x axis
    yscaleRealThe scale along the y axis
    htiledBooleanWhether to tile the background image horizontally
    vtiledBooleanWhether to tile the background image vertically
    stretchBooleanWhether to stretch the background so it fills the entire room
    visibleBooleanWhether the background should be visible
    blendColourColourThe blend colour to draw the background with
    blendAlphaRealThe alpha value between 0 and 1 to use
    image_speedRealThe image speed of the background
    speed_typeSprite Speed ConstantThe units in which image_speed is expressed, either spritespeed_framespersecond or spritespeed_framespergameframe
    nameStringThe name of the background
    Instance Element Type
    inst_idObject InstanceThe ID of the instance
    Sprite Element Type
    sprite_indexSprite AssetThe sprite index of this sprite element
    image_indexRealThe subimage of the sprite
    xRealThe x coordinate of the sprite's position
    yRealThe y coordinate of the sprite's position
    image_xscaleRealThe scale of the image along the x axis
    image_yscaleRealThe scale of the image along the y axis
    image_angleRealThe image angle
    image_alphaRealThe alpha value between 0 and 1
    image_blendColourThe blend colour
    image_speedRealThe animation speed of the image, expressed in speed_type units
    speed_typeSprite Speed ConstantThe units in which image_speed is expressed, either spritespeed_framespersecond or spritespeed_framespergameframe
    nameStringThe name of the sprite element as given in The Room Editor (default is graphic_*)
    Tile Map Element Type
    xRealThe x position (or offset) of the tile map in the room
    yRealThe y position (or offset) of the tile map in the room
    tileset_indexTile Set AssetThe tile set that this tile map uses
    data_maskRealThe bitmask value for the tile map
    tilesArray of RealThis variable is only present when the tilemap_data parameter is set to true. It is a one-dimensional array that contains all the tile map data, listed row by row.
    widthRealThe width in cells of the tile map
    heightRealThe height in cells of the tile map
    nameStringThe tile map's name
    Particle System Element Type
    psParticle System AssetThe particle system
    xRealThe x coordinate of the particle system's position
    yRealThe y coordinate of the particle system's position
    angleRealThe angle by which the particle system is rotated
    xscaleRealThe scale along the x axis of the particle system
    yscaleRealThe scale along the y axis of the particle system
    blendColourThe blend colour to use to draw the particle system
    alphaRealThe alpha value between 0 and 1 to use
    nameStringThe name of the particle system element as defined in The Room Editor (default is particle_*)
    Tile Element Type
    visibleBooleanWhether the tile is visible
    sprite_indexSprite AssetThe sprite this tile is on
    xRealThe x coordinate of the tile position
    yRealThe y coordinate of the tile position
    widthRealThe width of the tile
    heightRealThe height of the tile
    image_xscaleRealThe scale factor along the x axis of the tile
    image_yscaleRealThe scale factor along the y axis of the tile
    image_angleRealThe angle of the tile
    image_blendColourThe blend colour to use to draw the tile
    image_alphaRealThe alpha to use
    xoRealThe x offset
    yoRealThe y offset
    Sequence Element Type
    xRealThe x coordinate of the sequence position
    yRealThe y coordinate of the sequence position
    image_xscaleRealThe scale along the x axis of the entire sequence
    image_yscaleRealThe scale along the y axis of the entire sequence
    image_angleRealThe angle by which the sequence is rotated
    image_alphaRealThe alpha value between 0 and 1 to use
    image_blendColourThe blend colour to use to draw the sequence
    image_speedRealThe animation speed of the sequence, expressed in speed_type units
    speedTypeSprite Speed ConstantThe units in which image_speed is expressed, either spritespeed_framespersecond or spritespeed_framespergameframe
    seq_idSequence AssetThe sequence asset
    nameStringThe name of the sequence element as defined in The Room Editor (default is graphic_*)
    head_positionRealThe playhead position of the sequence
    -
    -

    -

    Syntax:

    -

    room_get_info(room, [views], [instances], [layers], [layer_elements], [tilemap_data]);

    - + + + room_get_info + + + + + + + + + + +

    room_get_info

    +

    This function gets information on a room from storage and returns it as a struct. You can choose to exclude information through the given optional arguments.

    +

    The function cannot be used to get the current state of an active room (the current room or an already visited persistent room). In this case it returns the original state of the room.

    +

    The room must have been previously created using The Asset Browser or added in-game using room_add.

    +

    The format of the returned struct is as follows:

    +

    room_info_struct =
    + {
    + instances:
    + [
    + {/* Instance Info Struct */},
    + {/* Instance Info Struct */},
    + ],
    + layers:
    + [
    + {
    + elements:
    + [
    + {/* Layer Element Info Struct */},
    + {
    + /* Example */
    + type: layerelementtype_tilemap,
    + tiles: [/* Tile Map Data */]
    + }
    + ]
    + },
    + ],
    + views:
    + [
    + {/* View Info Struct */},
    + ]
    + }

    +

    The tables below list all the possible structs that can be contained in the returned struct:

    +

    Room Info

    +
    +

    This is the main struct returned by the function. All variables listed below are present at the root of this returned struct:

    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Room Info Struct
    Variable NameData TypeDescription
    widthRealThe width of the room
    heightRealThe height of the room
    creationCodeScript FunctionThe index of the script function that contains this room's creation code
    physicsWorldBooleanWhether the room has a physics world
    physicsGravityXRealThe physics world's gravity component along the x axis
    physicsGravityYRealThe physics world's gravity component along the y axis
    physicsPixToMetersRealThe physics world's pixel-to-metre scale
    persistentBooleanWhether the room is persistent
    enableViewsBooleanWhether views are enabled for the room
    clearDisplayBufferBooleanWhether to clear the display buffer before drawing the room
    clearViewportBackgroundBooleanWhether to clear viewports' backgrounds before drawing to them
    colourColourThe clear colour used when clearDisplayBuffer is set to true
    instancesArray of Room Instance Info StructAn array listing all instances placed in the room with basic information on them
    layersArray of Room Layer Info StructAn array listing all room layers, in order of increasing depth
    viewsArray of Room View Info StructAn array listing all views, ordered by view index
    + +

    Instance Info

    +
    +

    This type of struct represents one instance in the room.

    +

    These structs are found in the instances array, which is part of the main struct returned by the function.

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Instance Info Struct
    Variable NameData TypeDescription
    idObject InstanceThe instance ID
    object_indexStringThe name of the object this is an instance of (use asset_get_index to get the actual object)
    xRealThe x coordinate of the instance's position
    yRealThe y coordinate of the instance's position
    xscaleRealThe x scale of the instance
    yscaleRealThe y scale of the instance
    angleRealThe rotation angle of the instance
    image_indexRealThe image index used by the instance
    image_speedRealThe image speed of the instance
    colourColourThe blend colour used to draw the instance
    creation_codeScript FunctionThe index of the script function that contains the instance's creation code
    pre_creation_codeScript FunctionThe index of the script function that holds the pre-creation code for this specific instance, i.e. the overrides for its Object Variables as set in the Room Editor. See: Pre-creation Code
    +
    +

    Layer Info

    +
    +

    This type of struct represents one layer in the room.

    +

    These structs are found in the layers array, which is part of the main struct returned by the function.

    + + - - - + + + - - + + - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Layer Info Struct
    ArgumentTypeVariable NameData Type Description
    roomRoom AssetThe room to get the info fromidRealThe layer handle
    nameStringThe name of the layer
    visibleBooleanWhether the layer is visible
    depthRealThe depth of the layer
    xoffsetRealThe x offset of the layer
    yoffsetRealThe y offset of the layer
    hspeedRealThe horizontal speed of the layer
    vspeedRealThe vertical speed of the layer
    effectEnabledBooleanWhether the layer filter/effect is currently enabled
    effectToBeEnabledBooleanWhether the layer filter/effect should be enabled/disabled in the next frame (the next value of effectEnabled)
    effectFX StructA struct containing the effect's parameters (-1 if no layer effect is set)
    shaderIDShader AssetThe shader to be applied to the layer (layer_shader)
    elementsArray of Room Layer Element Info StructAn array listing all elements on the layer. Each element type struct contains information specific to it.
    +
    +

    View Info

    +
    +

    This type of struct represents one view in the room.

    +

    These structs are found in the views array, which is part of the main struct returned by the function.

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    View Info Struct
    Variable NameData TypeDescription
    visibleBooleanWhether the view is visible
    cameraIDCamera IDThe camera assigned to this view
    xviewRealThe x coordinate of the view camera's position
    yviewRealThe y coordinate of the view camera's position
    wviewRealThe width of the view's camera
    hviewRealThe height of the view's camera
    hspeedRealThe horizontal movement speed of the view
    vspeedRealThe vertical movement speed of the view
    xportRealThe x position on screen where the view is drawn
    yportRealThe y position on screen where the view is drawn
    wportRealThe width of the viewport
    hportRealThe height of the viewport
    objectObject AssetThe object of which the first instance in the room should be followed by the camera
    hborderRealThe horizontal border around the instance of the object to follow
    vborderRealThe vertical border around the instance of the object to follow
    +
    +

    Layer Element Info

    +
    +

    This type of struct represents one element in a layer.

    +

    These structs are found in the elements array, which is part of a layer struct.

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + - - - + + + - - - + + + - - - + + + - - - + + + - - - + + +
    Layer Element Info Struct
    Variable NameData TypeDescription
    All Element Types
    idRealThe unique ID of the element
    typeLayer Element Type ConstantThe type of element
    Background Element Type
    sprite_indexSprite AssetThe sprite used by the background
    image_indexRealThe sprite's subimage
    xscaleRealThe scale along the x axis
    yscaleRealThe scale along the y axis
    htiledBooleanWhether to tile the background image horizontally
    vtiledBooleanWhether to tile the background image vertically
    stretchBooleanWhether to stretch the background so it fills the entire room
    visibleBooleanWhether the background should be visible
    blendColourColourThe blend colour to draw the background with
    blendAlphaRealThe alpha value between 0 and 1 to use
    image_speedRealThe image speed of the background
    speed_typeSprite Speed ConstantThe units in which image_speed is expressed, either spritespeed_framespersecond or spritespeed_framespergameframe
    nameStringThe name of the background
    Instance Element Type
    inst_idObject InstanceThe ID of the instance
    Sprite Element Type
    sprite_indexSprite AssetThe sprite index of this sprite element
    image_indexRealThe subimage of the sprite
    xRealThe x coordinate of the sprite's position
    yRealThe y coordinate of the sprite's position
    image_xscaleRealThe scale of the image along the x axis
    image_yscaleRealThe scale of the image along the y axis
    image_angleRealThe image angle
    image_alphaRealThe alpha value between 0 and 1
    image_blendColourThe blend colour
    image_speedRealThe animation speed of the image, expressed in speed_type units
    speed_typeSprite Speed ConstantThe units in which image_speed is expressed, either spritespeed_framespersecond or spritespeed_framespergameframe
    nameStringThe name of the sprite element as given in The Room Editor (default is graphic_*)
    Tile Map Element Type
    xRealThe x position (or offset) of the tile map in the room
    yRealThe y position (or offset) of the tile map in the room
    tileset_indexTile Set AssetThe tile set that this tile map uses
    data_maskRealThe bitmask value for the tile map
    tilesArray of RealThis variable is only present when the tilemap_data parameter is set to true. It is a one-dimensional array that contains all the tile map data, listed row by row.
    widthRealThe width in cells of the tile map
    heightRealThe height in cells of the tile map
    nameStringThe tile map's name
    Particle System Element Type
    psParticle System AssetThe particle system
    xRealThe x coordinate of the particle system's position
    yRealThe y coordinate of the particle system's position
    angleRealThe angle by which the particle system is rotated
    xscaleRealThe scale along the x axis of the particle system
    yscaleRealThe scale along the y axis of the particle system
    blendColourThe blend colour to use to draw the particle system
    alphaRealThe alpha value between 0 and 1 to use
    nameStringThe name of the particle system element as defined in The Room Editor (default is particle_*)
    Tile Element Type
    visibleBooleanWhether the tile is visible
    sprite_indexSprite AssetThe sprite this tile is on
    xRealThe x coordinate of the tile position
    yRealThe y coordinate of the tile position
    widthRealThe width of the tile
    heightRealThe height of the tile
    image_xscaleRealThe scale factor along the x axis of the tile
    image_yscaleRealThe scale factor along the y axis of the tile
    image_angleRealThe angle of the tile
    image_blendColourThe blend colour to use to draw the tile
    image_alphaRealThe alpha to use
    xoRealThe x offset
    yoRealThe y offset
    Sequence Element Type
    xRealThe x coordinate of the sequence position
    yRealThe y coordinate of the sequence position
    image_xscaleRealThe scale along the x axis of the entire sequence
    image_yscaleRealThe scale along the y axis of the entire sequence
    image_angleRealThe angle by which the sequence is rotated
    image_alphaRealThe alpha value between 0 and 1 to use
    image_blendColourThe blend colour to use to draw the sequence
    viewsBoolean Whether to include view information in the struct (defaults to true)image_speedRealThe animation speed of the sequence, expressed in speed_type units
    instancesBoolean Whether to include instance information in the struct (defaults to true)speedTypeSprite Speed ConstantThe units in which image_speed is expressed, either spritespeed_framespersecond or spritespeed_framespergameframe
    layersBoolean Whether to include layer information in the struct (defaults to true)seq_idSequence AssetThe sequence asset
    layer_elementsBoolean Whether to include layer element information in the struct (defaults to true, requires layers to be set to true)nameStringThe name of the sequence element as defined in The Room Editor (default is graphic_*)
    tilemap_dataBoolean Whether to include tile map data in the struct (defaults to true, requires layers and layer_elements to be set to true)head_positionRealThe playhead position of the sequence
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    Returns:

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    Room Info Struct

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    Example:

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    var _info = room_get_info(Room1); -
    - var _info_json = json_stringify(_info, true); -
    - show_debug_message(_info_json);

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    The above code gets the information of the room Room1, converts the returned struct to a JSON string using json_stringify, then outputs it in a debug message. All view, instance, layer, layer element and tile map information is included in the output.

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