immersion_play_effect(effect);
Argument | Description |
---|---|
effect | The effect value to use (real). |
Returns: N/A
With this function you can play any one of the 123 available haptic effects. Before you can use these effects you must have ticked the "Use Haptics" check-box on the
Global Game Settings Android Tab and accepted the Immersion EULA that is shown. Note that some of these effects are repeating
or constant and will need to be stopped using the immersion_stop function. A full list of the Immersion effects values are given below, but to get a true feel
for what they do and how they will work, it is recommended that you download their test app from Google Play (available here).
NOTE: Using any of the haptic functions without having previously agreed to the EULA will cause your games to fail compiling.
Name | Value | Name | Value |
---|---|---|---|
ALERT1 | 63 | ALERT10 | 72 |
ALERT2 | 64 | ALERT3 | 65 |
ALERT4 | 66 | ALERT5 | 67 |
ALERT6 | 68 | ALERT7 | 69 |
ALERT8 | 70 | ALERT9 | 71 |
BOUNCE_100 | 9 | BOUNCE_33 | 11 |
BOUNCE_66 | 10 | BUMP_100 | 6 |
BUMP_33 | 8 | BUMP_66 | 7 |
DOUBLE_BUMP_100 | 18 | DOUBLE_BUMP_33 | 20 |
DOUBLE_BUMP_66 | 19 | DOUBLE_SHARP_CLICK_100 | 12 |
DOUBLE_SHARP_CLICK_33 | 14 | DOUBLE_SHARP_CLICK_66 | 13 |
DOUBLE_STRONG_CLICK_100 | 15 | DOUBLE_STRONG_CLICK_33 | 17 |
DOUBLE_STRONG_CLICK_66 | 16 | ENGINE1_100 | 112 |
ENGINE1_33 | 114 | ENGINE1_66 | 113 |
ENGINE2_100 | 115 | ENGINE2_33 | 117 |
ENGINE2_66 | 116 | ENGINE3_100 | 118 |
ENGINE3_33 | 120 | ENGINE3_66 | 119 |
ENGINE4_100 | 121 | ENGINE4_33 | 123 |
ENGINE4_66 | 122 | EXPLOSION1 | 73 |
EXPLOSION10 | 82 | EXPLOSION2 | 74 |
EXPLOSION3 | 75 | EXPLOSION4 | 76 |
EXPLOSION5 | 77 | EXPLOSION6 | 78 |
EXPLOSION7 | 79 | EXPLOSION8 | 80 |
EXPLOSION9 | 81 | FAST_PULSE_100 | 45 |
FAST_PULSE_33 | 47 | FAST_PULSE_66 | 46 |
FAST_PULSING_100 | 48 | FAST_PULSING_33 | 50 |
FAST_PULSING_66 | 49 | IMPACT_METAL_100 | 96 |
IMPACT_METAL_33 | 98 | IMPACT_METAL_66 | 97 |
IMPACT_RUBBER_100 | 99 | IMPACT_RUBBER_33 | 101 |
IMPACT_RUBBER_66 | 100 | IMPACT_WOOD_100 | 93 |
IMPACT_WOOD_33 | 95 | IMPACT_WOOD_66 | 94 |
LONG_BUZZ_100 | 27 | LONG_BUZZ_33 | 29 |
LONG_BUZZ_66 | 28 | LONG_TRANSITION_RAMP_DOWN_100 | 39 |
LONG_TRANSITION_RAMP_DOWN_33 | 41 | LONG_TRANSITION_RAMP_DOWN_66 | 40 |
LONG_TRANSITION_RAMP_UP_100 | 33 | LONG_TRANSITION_RAMP_UP_33 | 35 |
LONG_TRANSITION_RAMP_UP_66 | 34 | SHARP_CLICK_100 | 0 |
SHARP_CLICK_33 | 2 | SHARP_CLICK_66 | 1 |
SHORT_BUZZ_100 | 30 | SHORT_BUZZ_33 | 32 |
SHORT_BUZZ_66 | 31 | SHORT_TRANSITION_RAMP_DOWN_100 | 42 |
SHORT_TRANSITION_RAMP_DOWN_33 | 44 | SHORT_TRANSITION_RAMP_DOWN_66 | 43 |
SHORT_TRANSITION_RAMP_UP_100 | 36 | SHORT_TRANSITION_RAMP_UP_33 | 38 |
SHORT_TRANSITION_RAMP_UP_66 | 37 | SLOW_PULSE_100 | 51 |
SLOW_PULSE_33 | 53 | SLOW_PULSE_66 | 52 |
SLOW_PULSING_100 | 54 | SLOW_PULSING_33 | 56 |
SLOW_PULSING_66 | 55 | STRONG_CLICK_100 | 3 |
STRONG_CLICK_33 | 5 | STRONG_CLICK_66 | 4 |
TEXTURE1 | 102 | TEXTURE10 | 111 |
TEXTURE2 | 103 | TEXTURE3 | 104 |
TEXTURE4 | 105 | TEXTURE5 | 106 |
TEXTURE6 | 107 | TEXTURE7 | 108 |
TEXTURE8 | 109 | TEXTURE9 | 110 |
TICK_100 | 24 | TICK_33 | 26 |
TICK_66 | 25 | TRANSITION_BOUNCE_100 | 60 |
TRANSITION_BOUNCE_33 | 62 | TRANSITION_BOUNCE_66 | 61 |
TRANSITION_BUMP_100 | 57 | TRANSITION_BUMP_33 | 59 |
TRANSITION_BUMP_66 | 58 | TRIPLE_STRONG_CLICK_100 | 21 |
TRIPLE_STRONG_CLICK_33 | 23 | TRIPLE_STRONG_CLICK_66 | 22 |
WEAPON1 | 83 | WEAPON10 | 92 |
WEAPON2 | 84 | WEAPON3 | 85 |
WEAPON4 | 86 | WEAPON5 | 87 |
WEAPON6 | 88 | WEAPON7 | 89 |
WEAPON8 | 90 | WEAPON9 | 91 |
if hp <0
{
immersion_play_effect(44);
}
The above code checks to see if the instance variable "hp" is less than 0 and if it is it plays a haptic effect.