tagwolf
Member
Breathing or Heartbeat Indicator (Spriteless!)
GM Version: 2.X
Target Platform: ALL
Download: N/A
Links: N/A
Summary:
Here's how to make an example breathing indicator for your game where breathing or heart rate might be a mechanic. This can easily be adapted to heart beat by changing the color and the rate, radius, etc. in the available variables.
Tutorial:
Here's how to make an example breathing indicator for your game where breathing or heart rate might be a mechanic.
Create one object, I call mine "obj_breathing_indicator"
Create Event
Step Event
Draw Event
Then just place it in your room where you want it!
GM Version: 2.X
Target Platform: ALL
Download: N/A
Links: N/A
Summary:
Here's how to make an example breathing indicator for your game where breathing or heart rate might be a mechanic. This can easily be adapted to heart beat by changing the color and the rate, radius, etc. in the available variables.
Tutorial:
Here's how to make an example breathing indicator for your game where breathing or heart rate might be a mechanic.
Create one object, I call mine "obj_breathing_indicator"
Create Event
GML:
/// @description Breathing Indicator Variables
breath_indicator_color1 = c_teal;
breath_indicator_color2 = c_blue;
breath_indicator_radius = 100;
breath_indicator_direction = 1;
breath_indicator_pause = false;
breath_indicator_pause_time = 30;
breath_indicator_rate = 0.5;
breath_indicator_inhale_size = 100;
breath_indicator_exhale_size = 65;
GML:
/// @description Breathing Indicator Step Logic
if breath_indicator_direction == 1
{
if breath_indicator_radius >= breath_indicator_inhale_size
{
breath_indicator_direction = -1; breath_indicator_pause = true;
}
}
if breath_indicator_direction == -1
{
if breath_indicator_radius <= breath_indicator_exhale_size
{
breath_indicator_direction = 1; breath_indicator_pause = true;
}
}
if breath_indicator_pause && breath_indicator_direction = 1
{
breath_indicator_pause_time -= 1;
}
else
{
breath_indicator_radius += breath_indicator_direction * breath_indicator_rate;
}
if breath_indicator_pause_time <= 0
{
breath_indicator_pause = false;
breath_indicator_pause_time = 30;
}
GML:
/// @description Draw Breathing Indicator
draw_circle_color(x, y, breath_indicator_radius, breath_indicator_color1, breath_indicator_color2, false);
// uncomment for white outline
//draw_circle_color(x, y, breath_indicator_radius, c_white, c_white, true);