## **額外接口**
這里提供兩個額外接口來處理額外的功能與游戲資源的處理有關。 這些函數可以用來查找所有給定資源的唯一索引值和資源類型,從而為從字符串動態創建游戲資源提供途徑:
* asset_get_index
* asset_get_type
當您導入一個GMS的文件到GMS2中時,您可能會看到該項目已經自動添加了兼容性腳本。一般來說,這些腳本應該使用新的函數來替代被刪除的函數,而且這是學習如何在GameMaker Studio 2中進行編寫的好途徑。然而,有一些兼容性功能函數是無法在常規途徑中使用的,當然也不能在您自己的項目中使用。把他們列在這里是為了幫助您識別這些兼容性函數,但是我們必須強調,它們不應該在兼容性腳本之外使用:
* layer_tile_exists
* layer_tile_create
* layer_tile_destroy
* layer_tile_change
* layer_tile_xscale
* layer_tile_yscale
* layer_tile_blend
* layer_tile_alpha
* layer_tile_x
* layer_tile_y
* layer_tile_region
* layer_tile_visible
* layer_tile_get_sprite
* layer_tile_get_xscale
* layer_tile_get_yscale
* layer_tile_get_blend
* layer_tile_get_alpha
* layer_tile_get_x
* layer_tile_get_y
* layer_tile_get_region
* layer_tile_get_visible
- 簡言
- 額外接口
- asset_get_index
- asset_get_type
- 粒子(PARTICLE)
- 簡單粒子系統
- effect_create_below
- effect_create_above
- effect_clear
- ef_all
- 粒子系統
- 粒子系統的創建
- part_system_exists
- part_system_create
- part_system_create_layer
- part_system_get_layer
- part_system_layer
- part_system_clear
- part_system_depth
- part_system_position
- part_system_destroy
- part_particles_clear
- part_particles_count
- 系統繪圖
- part_system_automatic_update
- part_system_automatic_draw
- part_system_update
- part_system_drawit
- part_system_draw_order
- 直接創建粒子
- part_particles_create
- part_particles_create_colour
- 粒子類型
- part_type_exists
- part_type_create
- part_type_destroy
- part_type_clear
- part_type_shape
- part_type_sprite
- part_type_size
- part_type_scale
- part_type_speed
- part_type_direction
- part_type_gravity
- part_type_orientation
- part_type_colour_mix
- part_type_colour_rgb
- part_type_colour_hsv
- part_type_colour1
- part_type_colour2
- part_type_colour3
- part_type_alpha1
- part_type_alpha2
- part_type_alpha3
- part_type_blend
- part_type_life
- part_type_step
- part_type_death
- 粒子發射器
- part_emitter_exists
- part_emitter_create
- part_emitter_clear
- part_emitter_region
- part_emitter_burst
- part_emitter_stream
- part_emitter_destroy
- part_emitter_destroy_all
- 數組(array)
- 數據結構(Data structures)
- 心得分享
- ds_exists
- ds_set_precision
- 網格(grid)
- ds_grid_create
- ds_grid_destroy
- ds_grid_width
- ds_grid_height
- ds_grid_resize
- ds_grid_clear
- ds_grid_set
- ds_grid_set_disk
- ds_grid_set_grid_region
- ds_grid_set_region
- ds_grid_shuffle
- ds_grid_sort
- ds_grid_get
- ds_grid_get_max
- ds_grid_get_mean
- ds_grid_get_min
- ds_grid_get_sum
- ds_grid_get_disk_max
- ds_grid_get_disk_mean
- ds_grid_get_disk_min
- ds_grid_get_disk_sum
- ds_grid_add
- ds_grid_add_region
- ds_grid_add_disk
- ds_grid_add_grid_region
- ds_grid_multiply
- ds_grid_multiply_disk
- ds_grid_multiply_region
- ds_grid_multiply_grid_region
- ds_grid_value_exists
- ds_grid_value_disk_exists
- ds_grid_value_x
- ds_grid_value_y
- ds_grid_value_disk_x
- ds_grid_value_disk_y
- ds_grid_copy
- ds_grid_read
- ds_grid_write
- 列表(list)
- 映射(map)
- 隊列(Queues)
- 優先隊列(Priority Queues)
- 堆棧(stack)