instance_create_layer(X, Y, layer, obj_loot);
obj_loot.sprite_index = sLoot6
generate_loot(x_pos, y_pos, sprite){
instance_create_layer(x_pos, y_pos, layer, obj_loot);
obj_loot.sprite_index = sprite
}
// Example use
generate_loot(200, 150, sLoot6)
if mouse_check_button_pressed(mb_left)
{
var __sphw=sprite_get_width(sLoot6)
var __sphh=sprite_get_height(sLoot6)
for(var i=1;i<=50;i++)
{
yy = (((btn_height / 2)+spaceBetweenItem) * i) + scr_scrollable_get_scroll_data(oScrollable) ;
if point_in_rectangle(mouse_x,mouse_y,yy-__sphw,250-__sphh,yy+__sphw,250+__sphh)
{
//Do you want
}
}
}
That code snippet doesn't give us much insight..
I'm assuming you want to interact with loot that is generated?
I'm also going to assume this loot comes out of some kind of chest for example?
If the above assumptions are correct - I would suggest you generate an object instead of just drawing a sprite. Something like this:
Or take it a step further and just create a functionGML:instance_create_layer(X, Y, layer, obj_loot); obj_loot.sprite_index = sLoot6
GML:generate_loot(x_pos, y_pos, sprite){ instance_create_layer(x_pos, y_pos, layer, obj_loot); obj_loot.sprite_index = sprite } // Example use generate_loot(200, 150, sLoot6)
Then you can add a click event in your parent obj_loot
On click:
//Do something
//Destroy self
Thanks a lotin "step" Event
GML:if mouse_check_button_pressed(mb_left) { var __sphw=sprite_get_width(sLoot6) var __sphh=sprite_get_height(sLoot6) for(var i=1;i<=50;i++) { yy = (((btn_height / 2)+spaceBetweenItem) * i) + scr_scrollable_get_scroll_data(oScrollable) ; if point_in_rectangle(mouse_x,mouse_y,yy-__sphw,250-__sphh,yy+__sphw,250+__sphh) { //Do you want } } }