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Function_Execute

Sebastian Duval

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Description

UPDATE: v2.0.5; New:

  • Provide function-names as string
  • More supported functions

Execute Gamemaker Functions dynamically by providing the function-name as built-in macro...

function_execute(Draw_text,20,30,"some text");

...or by providing it as string in quotation marks...

function_execute("draw_text",20,30,"some text");

...like you would dynamically execute scripts...

script_execute(scr_scriptAdd,123,456);

function_execute() is a complement/replacement to script_execute(). While script_execute() allows to dynamically execute scripts, function_execute() covers also a wide range of GM-functions.

Implemented are so far:

  • All Real-Number-Functions from choose() to int64()
  • All String-Functions from ansi-char() to string_width_ext()
  • All Drawing-Basic-Forms-Functions from draw_arrow() to draw_triangle_colour()
  • All Drawing-Text-Functions from draw_set_font() to draw_text_ext_transformed_colour()
  • All Input-Output-Functions from show_message_async() to get_string_async()
  • All Event-Functions: event_perform(), event_perform_object(), event_user()
  • All Object-Functions from object_exists() to object_set_visible()
  • All Instance-Functions from instance_change() to instance_deactivate_region()
  • All Display-Functions from display_reset() to display_mouse_set()
  • All Window-Functions from window_center() to window_device()

Check out the built-in macros for a full list of supported functions.

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Tested for following export modules: Windows, Windows(YYC), HTML5.

End User Licence Agreement (EULA).

Age Rating: 4+

Version

GMS1 - Version 2.0.5. Published September 21, 2016

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