Colour And Alpha

GameMaker Studio 2 has a comprehensive selection of functions to manipulate the colour and alpha of what is drawn on the screen (for blending images using special blend modes and other PGU specific functions see the section on the GPU Control. Using these functions you can separate colours into their component parts, create new colours and manipulate the draw alpha to change how different things in your game are drawn together. Apart from these functions, there are also a number of constants that can be used as base colours in these (and other) functions:

 

Constant Colour Value
c_aqua   16776960
c_black   0
c_blue   16711680
c_dkgray   4210752
c_fuchsia   16711935
c_gray   8421504
c_green   32768
c_lime   65280
c_ltgray   12632256
c_maroon   128
c_navy   8388608
c_olive   32896
c_orange   4235519
c_purple   8388736
c_red   255
c_silver   12632256
c_teal   8421376
c_white   16777215
c_yellow   65535

 

Note that you can also create colours from their hexadecimal value using the "$" symbol beforehand, and these values can also be used in the colour functions to get component hues or for mixing, etc... The hexadecimal value for these colours is split into three parts with the format Blue / Green / Red so, for example, to define a purple colour you could use:

col = $983c95

Where 98 is the blue component, 3c is the green component and 95 is the red component.

The following functions can be used to get the component hues, compound hue, saturation and luminosity of a selected colour as well as the alpha and other properties:

 

 

These functions can be used to create colours from raw input values for colour components:

 

 

The following functions can be used to set the various different options for drawing to the screen, including alpha, colour and blending: