Skip to content

Commit

Permalink
Merge pull request #34 from YoYoGames/develop.gurpreet
Browse files Browse the repository at this point in the history
Changes brought in from LTS, and variable links 403 fix
  • Loading branch information
gurpreetsinghmatharoo authored Oct 11, 2023
2 parents f2e6e0e + 2dc020c commit 0d92680
Show file tree
Hide file tree
Showing 9 changed files with 25 additions and 13 deletions.
6 changes: 3 additions & 3 deletions Manual/contents/GameMaker_Language/GML_Overview/Arrays.htm
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>Arrays</title>
<meta name="generator" content="Adobe RoboHelp 2020" />
<meta name="generator" content="Adobe RoboHelp 2022" />
<link rel="stylesheet" href="../../assets/css/default.css" type="text/css" />
<script src="../../assets/scripts/main_script.js" type="module"></script>
<meta name="rh-authors" content="Mark Alexander" />
Expand Down Expand Up @@ -168,7 +168,7 @@ <h3 class="dropspot">       Extended Example</h3>
<p class="dropspot">That short code will now spawn a random enemy in the game room, and it uses far less code than an &quot;<span class="inline">if / then / else</span>&quot; structure or even a &quot;<span class="inline">switch</span>&quot;, and as the array is initialized all together in the create event it is MUCH easier to edit and change any of those values as they are not <a class="glossterm" data-glossterm="hard-coded" href="#">hard-coded</a> into the rest of the project code.</p>
</div>
<p> </p>
<p>Also see: <a data-xref="{text}" href="../GML_Reference/Variable_Functions/Variable_Functions.htm#h"> </a></p>
<p>Also see: <a data-xref="{title}" href="../GML_Reference/Variable_Functions/Array_Functions.htm">Array Functions</a><a data-xref="{text}" href="../GML_Reference/Variable_Functions/Variable_Functions.htm#h"> </a></p>
<h2>Arrays as Function Arguments</h2>
<p>You can pass arrays into <a href="Script_Functions.htm">script functions</a> and <a href="Method_Variables.htm">method variables</a> as arguments, and modify those arrays anywhere inside the function. Doing so will modify the original arrays as well.</p>
<p>For example, this function simply changes the first three elements of the array passed into it:</p>
Expand Down Expand Up @@ -236,7 +236,7 @@ <h2 id="h">Copy on Write</h2>
<div style="float:right">Next: <a data-xref="{title}" href="Structs.htm">Structs &amp; Constructors</a></div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2022 All Rights Reserved</span></h5>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2023 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
Arrays
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>sprite_get_info</title>
<meta name="generator" content="Adobe RoboHelp 2020" />
<meta name="generator" content="Adobe RoboHelp 2022" />
<link rel="stylesheet" href="../../../../../assets/css/default.css" type="text/css" />
<script src="../../../../../assets/scripts/main_script.js" type="module"></script>
<meta name="rh-authors" content="Gurpreet S. Matharoo" />
Expand Down Expand Up @@ -108,14 +108,19 @@ <h1><span data-field="title" data-format="default">sprite_get_info</span></h1>
</tr>
<tr>
<td style=""><strong>use_mask</strong></td>
<td><span data-keyref="Type_Bool"><a href="../../../../../../GameMaker_Language/GML_Overview/Data_Types.htm" target="_blank">Boolean</a></span></td>
<td>boolean</td>
<td style=""><span class="inline">true</span> if this sprite uses a collision mask (either generated from a shape or the image itself), otherwise <span class="inline">false</span> (meaning it uses a bounding box)</td>
</tr>
<tr>
<td style=""><strong>num_masks</strong></td>
<td><span data-keyref="Type_Real"><a href="../../../../../../GameMaker_Language/GML_Overview/Data_Types.htm" target="_blank">Real</a></span></td>
<td style="">The number of masks in this sprite (will be greater than 1 if the sprite uses per-frame masks)</td>
</tr>
<tr>
<td style=""><strong>rotated_bounds</strong></td>
<td>boolean</td>
<td style="">Whether the mask is &quot;Rectangle with rotation&quot; or not</td>
</tr>
<tr>
<td style=""><strong>nineslice</strong><strong></strong></td>
<td><span data-keyref="Type_Struct"><a href="../../../../../../GameMaker_Language/GML_Overview/Structs.htm" target="_blank">Struct</a></span></td>
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>Text Editor Preferences</title>
<meta name="generator" content="Adobe RoboHelp 2020" />
<meta name="generator" content="Adobe RoboHelp 2022" />
<link rel="stylesheet" href="../../assets/css/default.css" type="text/css" />
<script src="../../assets/scripts/main_script.js" type="module"></script>
<meta name="rh-authors" content="Mark Alexander" />
Expand All @@ -29,6 +29,7 @@ <h1>Text Editor Preferences</h1>
<li><strong>Default code window height</strong>: Set the default height (in pixels) for the code window to be when opened. Default value is 600.</li>
<li><strong>Minimum code window width</strong>: Set the minimum width (in pixels) permitted by the code window. Default value is 300.</li>
<li><strong>Minimum code window height</strong>: Set the minimum height (in pixels) permitted by the code window. Default value is 200.</li>
<li><strong>Disable Right-To-Left Ordering</strong>: This disables right-to-left ordering for text, resulting in a performance boost. This must be unchecked if you wish to use a right-to-left ordered font in your text editor for comments.</li>
</ul>
<p> </p>
<p>Apart from the options above there are two sub-categories, Code Editor and Visual Editor, described below.</p>
Expand Down
11 changes: 6 additions & 5 deletions Manual/contents/Settings/Game_Options/Android.htm
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>Android</title>
<meta name="generator" content="Adobe RoboHelp 2020" />
<meta name="generator" content="Adobe RoboHelp 2022" />
<link rel="stylesheet" href="../../assets/css/default.css" type="text/css" />
<script src="../../assets/scripts/main_script.js" type="module"></script>
<meta name="rh-authors" content="Mark Alexander" />
Expand Down Expand Up @@ -90,18 +90,19 @@ <h2 id="images">Images</h2>
<p> </p>
<h2 id="packaging">Packaging</h2>
<p><img alt="Android Packaging Options" class="center" src="../../assets/Images/Settings/Android_Packaging_Options.png" /></p>
<h2 id="proguard">Proguard</h2>
<h3 id="proguard">Proguard</h3>
<p>Here you can enable &quot;<strong>minifyEnabled</strong>&quot; and &quot;<strong>shrinkResources</strong>&quot; for Proguard to reduce your APK file size.</p>
<p>&quot;<strong>minifyEnabled</strong>&quot; removes unnecessary code from your final executable, and &quot;<strong>shrinkResources</strong>&quot; removes any resources that become unreferenced after minifying, hence it&#39;s dependent on the former option being enabled.</p>
<p>See the sections &quot;<strong>Shrink your code</strong>&quot; and &quot;<strong>Shrink your resources</strong>&quot; <a href="https://developer.android.com/studio/build/shrink-code">on Android Developers</a>.</p>
<h2 id="google">Google</h2>
<h3 id="google">Google</h3>
<p>One of the features of using Google Play for your Android games is the ability to <strong>licence </strong>your games. This means that your games will be controlled by Google so that only people that have downloaded it through their market will be able to play the game, thus avoiding illegal copies of your product from getting distributed.</p>
<p>To activate this function in your game, you need to copy your <strong>Public Key</strong> into the box labelled <strong>Google Licencing Public Key</strong>. This licence can be found by going to your <a href="https://play.google.com/apps/publish">Google Play Developers Page</a> and then selecting the game you wish to edit. Once on the game profile page, scroll down to the section titled &quot;<em>Services &amp; APIs</em>&quot; and there you should find the Public key that is needed for this functionality to be enabled.</p>
<p>Once activated, if anyone who is not authorised to posses your game tries to play it, they will be shown a pop-up message box that will inform them that the licence cannot be found on their device, and then give them the option to retry and test again, or exit the game.</p>
<p>Another feature of Licensing is that your game can use <strong>APK Expansions</strong>. This is a way to bypass the 50MB maximum application size imposed by Google Play (and only Google Play). It will create your game in two parts: a small <span class="inline">*.apk</span> file and a larger <span class="inline">*.zip</span> file which will hold all your games assets, both of which are uploaded to the store. When the user first runs your game, the zip will be downloaded and unpacked. You can find further details of this option <a href="https://help.yoyogames.com/hc/en-us/articles/115002418632-Android-Using-APK-Expansions-With-Google-Play">here</a>.</p>
<p>You can also use Google Dynamic Asset Delivery to create app bundles as large as 1GB when using the <span class="inline">*.aab</span> export option. This packages all game assets as &quot;install-time&quot; assets which are installed alongside the app itself. You can find further details on this feature <a href="https://developer.android.com/guide/playcore/asset-delivery" title="Asset Delivery">here</a>.</p>
<h2 id="android_tv">Android TV</h2>
<h3 id="android_tv">Android TV</h3>
<p>Finally, you have the option to prepare the final app package as an <strong>Android TV</strong> game (you should only tick this if your game conforms to the <a href="https://developer.android.com/training/tv/games/">Android TV guidelines</a>).</p>
<p>You can also select whether your game <a href="https://developer.android.com/jetpack/androidx/releases/leanback">supports Leanback</a>. Enable this if you are using Leanback libraries.</p>
<h2 id="permissions">Permissions</h2>
<p><img alt="Android Permission Options" class="center" src="../../assets/Images/Settings/Android_Permissions_Options.png" />From this tab you can change some of the permissions that your game may request within the Android Manifest. <span data-keyref="GameMaker Name">GameMaker</span> will allocate permissions automatically as required based on the functions the game uses, however you may find you require a permission for your game that hasn&#39;t been correctly assigned (for example, when you use custom extensions) in which case tick the requisite permission box.</p>
<p>The list below outlines those permissions that are available:</p>
Expand All @@ -120,7 +121,7 @@ <h2 id="permissions">Permissions</h2>
</ul>
<p>It is worth noting that for target API 28 and above, you will no longer be permitted to use any external web calls using &quot;<span class="inline">http</span>&quot; - &quot;<span class="inline">https</span>&quot; is required instead - unless you add the following tag:</p>
<p class="code">android:usesCleartextTraffic=&quot;true&quot;</p>
<p> </p>
<p>Finally you can enable the <a href="https://developer.android.com/guide/topics/manifest/application-element#allowbackup">android:allowBackup</a> attribute.</p>
<p> </p>
<p> </p>
<div class="footer">
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<meta name="generator" content="Adobe RoboHelp 2020" />
<meta name="generator" content="Adobe RoboHelp 2022" />
<title>Compiler Batch Files / Scripts</title>
<meta name="topic-status" content="Draft" />
<link rel="stylesheet" type="text/css" href="../../assets/css/default.css" />
Expand Down Expand Up @@ -72,6 +72,11 @@ <h2>Execution</h2>
This script receives an environment variable called <span class="inline2">TexturesDir</span>, which stores the path to the generated textures.
</td>
</tr>
<tr>
<td><strong>remote_build_step.bat</strong></td>
<td><strong>remote_build_step.sh</strong></td>
<td>This is executed on the remote machine, when you are on a Windows machine and compiling remotely for macOS/iOS/tvOS or Ubuntu.</td>
</tr>
</tbody>
</table>
<p>These script files are supported when building on all target platforms.</p>
Expand Down
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
2 changes: 1 addition & 1 deletion Manual/variable/Default.var

Large diffs are not rendered by default.

0 comments on commit 0d92680

Please sign in to comment.