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Plugins Exporting


General Information

Menu

Variables

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Triggers

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Variables System Variables Custom Variables

Plugin Variables

Menus Menu Items

VariableBase Complex Codes

FunctionBase BuilderEnglishCode

Creating Plugins

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Player

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Name your project and main app file as such: [company][pluginName]Player for example: CallistekAudioManagerPlayer.as


Also keep all of your files and classes in a unique location for example:

com.companyName.artistGameMakerPlugins.AudioManager.*; this way they will not override anything, and will be used when running the main

__constructor
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beforePreloader()
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afterPreloader()
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loadItem(node:XML):ItemBase
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When the game starts, it will parse the menu items looking for the type that coorelates with it, node.@type == 'yourPluginName-yourMenuItem'

For example:

if(node@type == 'myUniquePluginId-itemType')
 return new UniqueItemType(node);
else
 return null;
tick
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Set this variable to be a function that will be run every 'tick' as long as this menu is visible

For example:

__constructor__()
{
 tick=myTicker;
}

public function myTicker():void
{
 //code that needs constant updating while menu is visible
}
onShow
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Set this variable to be a function that will be run when this menu item is 'shown' (when the menu is shown)

For example:

__constructor__()
{
 onShow=myFunction;
}

public function myFunction():void
{
 //code that should be run only once when a menu is shown
}
onHide
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Set this variable to be a function that will be run when this menu item is 'hidden' (when the menu is hidden)

For example:

__constructor__()
{
 onHide=myFunction;
}

public function myFunction():void
{
 //code that should be run only once when a menu is hidden
}

Builder

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Name your project and main app file as such: [company][pluginName]Builder CallistekAudioManagerBuilder.mxml

  • builderPlugin.swf will override the playerPlugin.swf so be sure the builder is updated after changing anything it can initiate first

Base

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Singleton Settings
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Exporter

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Loader

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