gm-docs-parser 1.0.0

A collection of typings for GameMaker Studio 2 manual pages
Documentation
<?xml version="1.0" encoding="utf-8" ?>

<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml"><head>

  <script type="text/javascript" language="JavaScript">
    //<![CDATA[
    function reDo() {
      if (innerWidth != origWidth || innerHeight != origHeight)
        location.reload();
    }
    if ((parseInt(navigator.appVersion) == 4) && (navigator.appName == "Netscape")) {
      origWidth = innerWidth;
      origHeight = innerHeight;
      onresize = reDo;
    }
    onerror = null;
  //]]>
  </script>
  <style type="text/css">/*<![CDATA[*/

    < !-- div.WebHelpPopupMenu {
      position: absolute;
      left: 0px;
      top: 0px;
      z-index: 4;
      visibility: hidden;
    }

    p.WebHelpNavBar {
      text-align: right;
    }

    -->
  
/*]]>*/</style>

  <script type="text/javascript">//<![CDATA[

    gRootRelPath = "../../../..";
    gCommonRootRelPath = "../../../..";
    gTopicId = "9.2.2.13.2_11";
  
//]]></script>

  <script type="text/javascript" src="../../../../template/scripts/rh.min.js"></script>
  <script type="text/javascript" src="../../../../template/scripts/common.min.js"></script>
  <script type="text/javascript" src="../../../../template/scripts/topic.min.js"></script>
  <script type="text/javascript" src="../../../../template/scripts/topicwidgets.min.js"></script>
<script type="text/javascript" src="../../../../whxdata/projectsettings.js"></script>
  <link rel="stylesheet" type="text/css" href="../../../../template/styles/topic.min.css"/>
  <link rel="stylesheet" type="text/css" href="../../../../template/Charcoal_Grey/topicheader.css"/>
  <meta name="topic-status" content="Draft"/>

  <meta http-equiv="Content-Type" content="text/html; charset=utf-8"/>
  <title>instance_place</title>
  <meta name="generator" content="Adobe RoboHelp 2019"/>
  <link rel="stylesheet" href="../../../../assets/css/default.css" type="text/css"/>
  <meta name="rh-authors" content="Mark Alexander"/>
  <meta name="topic-comment" content="Page outlining the function instance_place"/>
  <meta name="rh-index-keywords" content="instance_place"/>
  <meta name="search-keywords" content="instance_place"/>
</head>

<body>
  <div class="topic-header rh-hide" id="rh-topic-header" onclick="rh._.goToFullLayout()">
    <div class="logo">
    </div>
    <div class="nav">
      <div class="title" title="instance_place">
        <span>instance_place</span>
      </div>
      <div class="gotohome" title="Click here to see this page in full context">
        <span>Click here to see this page in full context</span>
      </div>
    </div>
  </div>
  <div class="topic-header-shadow rh-hide" id="rh-topic-header-shadow"></div>



  <!--<div class="body-scroll" style="top: 150px;">-->
  <h1>instance_place</h1>
  <p>With this function you can check a position for a collision with another instance or all instances of an object using the collision mask of the instance that runs the code for the check. When you use this you are effectively asking GameMaker Studio 2    to move the instance to the new position, check for a collision, move back and tell you if a collision was found or not. This will work for precise collisions, but only if both the instance and the object being checked for have precise collision masks
    selected otherwise only bounding box collisions are applied. this function will return the unique instance <a href="Instance_Variables/id.htm"><tt>id</tt></a> of the object being collided, but if that is not needed it is slightly faster to use the
    function <a href="../../Movement_And_Collisions/Collisions/place_meeting.htm"><tt>place_meeting()</tt></a>. This function also accepts the special keywords <span class="inline"><b>all</b></span> and <span class="inline"><b>other</b></span> and will
    return the <a href="../../../GML_Overview/Instance_Keywords.htm">keyword</a> <span class="inline"><b>noone</b></span> if no collision occurs, or the unique instance ID value of the instance found if a collision does occur.</p>
  <p>Note that the given x/y coordinates will be rounded to the nearest integer before the check is performed, so if this is <i>not</i> what you require (or you have been using a legacy GameMaker product), you should <tt>floor</tt> the coordinates in the
    check:</p>
  <p class="code">instance_place_list(floor(x), floor(y), obj_Enemy, list, true).</p>
  <p> </p>
  <h4>Syntax:</h4>
  <p class="code">instance_place(x, y, obj);</p>
  <table>
    <tbody>
      <tr>
        <th>Argument</th>
        <th>Description</th>
      </tr>
      <tr>
        <td>x</td>
        <td>The x position to check for instances.</td>
      </tr>
      <tr>
        <td>y</td>
        <td>The y position to check for instances.</td>
      </tr>
      <tr>
        <td>obj</td>
        <td>The object to check for instances of.</td>
      </tr>
    </tbody>
  </table>
  <p> </p>
  <h4>Returns:</h4>
  <p class="code">Real (either an instance ID value or the keyword <tt>noone</tt>)</p>
  <p> </p>
  <h4>Example:</h4>
  <p class="code">var _inst = instance_place(x, y, obj_Enemy);<br/> if _inst != noone<br/>     {
    <br/>     hp -= _inst.dmg;<br/>     instance_destroy(_inst);
    <br/>     }
  </p>
  <p>The above code will check for a collision with instances of &quot;obj_Enemy&quot; and if there is one, it will reduce the &quot;hp&quot; variable by the amount stored in the colliding instance&#39;s &quot;dmg&quot; variable and then destroy the colliding
    instance.</p>
  <p> </p>
  <p> </p>
  <p> </p>
  <div class="footer">
    <div class="buttons">
      <div class="clear">
        <div style="float:left">Back: <a href="Instances.htm">Instances</a></div>
        <div style="float:right">Next: <a href="instance_place_list.htm">instance_place_list</a></div>
      </div>
    </div>
    <h5>© Copyright YoYo Games Ltd. 2020 All Rights Reserved</h5>
  </div>
  <!-- KEYWORDS
instance_place
-->
  <!-- TAGS
instance_place
-->

</body></html>