Constants refer to "variables" that are accessible everywhere, but whose value cannot change. That is, all constants are read-only. Because of this, a constant isn't technically a variable, but it is included with them for completeness and categorization.
Special object-placeholder constants
Constant |
Description
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self
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-1; Represents this object. Useful for referring to the original object while inside a with construct.
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other
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-2; Represents the other object in a collision event.
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all
|
-3; Represents all objects. Can be used in a with construct to execute code on all active instances in the room. Can also be used in many functions in place of an object argument.
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noone
|
-4; Represents a null object, or that no object or instance is stored.
|
global
|
-5; Used with dot access to globally access a variable. Also used as a keyword to define such variables so that dot access is not needed.
|
local
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-7; Used to allow otherwise scoped variables to continue to exist throughout other events of an instance. Otherwise, it is used in Game Maker with dot access to refer to variables local to the current scope (declared with var).
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Below is a complete list of constants and pages with lists of constants.
Constant |
Description
|
pi and M_PI
|
3.14...; The mathematical pi constant represents the ratio of the circumference of a circle to its diameter, and is used in many trigonometric calculations. The M_PI constant is specific to ENIGMA.
|
Boolean
|
true (1) and false (0) which indicate that a condition is met or not, respectively.
|
Color
|
wherever a color is needed, such as arguments to drawing and blending functions. All color constants are prefixed with c_, for example c_blue.
|
DLL
|
dll_stdcall and dll_cdecl define the type of dll cleanup method, while ty_real and ty_string define the data types.
|
File
|
start with fa_, for example fa_hidden.
|
Font
|
related to fonts and text such as alignment
|
Event
|
alarm, step, user defined and other events
|
Particle
|
related to particle effects, types, and emitters
|
Render state
|
used when rendering, for instance to switch to wireframe mode
|
Blend mode
|
for changing the source and destination color and alpha blending for various image effects
|
Keyboard
|
keycodes for input from the keyboard
|
Gamepad
|
keycodes for input from a gamepad/controller
|
Cursor
|
mouse cursors
|
Textures
|
textures and filtering
|
Audio
|
audio falloff references and other constants
|
Display
|
constants related to display orientation and other settings
|
Device
|
operating systems and embedded devices
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Physics
|
physics related systems
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Networking
|
multiplayer and other networking
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Buffers
|
buffers that can be used with networking
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Vertex
|
describe the format of vertex buffer contents
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Shader
|
graphics hardware programs
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Primitives
|
primitive shapes and construction
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Asset
|
different resource type identifiers
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