Flash object
Make an object flash visibility (blink), color tint, object effect, or opacity (fade).
Authors and contributors to this community extension: 4ian, Entropy, VictrisGames.
Make an object flash for a period of time so that it alternates between two different states. Includes the ability to flash visibility (blink), color tint, object effect, or opacity (fade).
After adding a behavior to an object, you trigger the effect by using the Flash action.
This can be used to:
- Let players know they are invincible after being hit
- Catch player attention on the interface (for instance a "press start" text)
Tip
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Flash visibility (blink)
Make the object flash (blink) for a period of time so it alternates between visible and invisible.
Behavior actions
Flash visibility (blink)
Make an object flash (blink) visibility for a period of time.
Half period
Change the half period of the object (time the object is invisible).
Stop flashing visibility (blink)
Stop flashing visibility (blink) of an object.
Behavior conditions
Half period
Compare the half period of the object (time the object is invisible).
Is object flashing visibility
Check if an object is flashing visibility.
Behavior expressions
Expression | Description | |
---|---|---|
Object.Flash::HalfPeriodTime() |
Return the half period of the object (time the object is invisible). |
Flash color tint
Make an object flash a color tint for a period of time.
Behavior actions
Flash a color tint
Make an object flash a color tint for a period of time.
Half period
Change the half period (time between flashes) of the object.
Stop flashing color tint
Stop flashing a color tint on an object.
Behavior conditions
Half period
Compare the half period (time between flashes) of the object.
Is object flashing a color tint
Check if an object is flashing a color tint.
Behavior expressions
Expression | Description | |
---|---|---|
Object.FlashColor::HalfPeriodTime() |
Return the half period (time between flashes) of the object. |
Flash effect
Make the object flash an effect for a period of time.
Behavior actions
Flash an effect
Make an object flash an effect for a period of time.
Half period
Change the half period (time between flashes) of the object.
Stop flashing an effect
Stop flashing an effect of an object.
Behavior conditions
Half period
Compare the half period (time between flashes) of the object.
Is object flashing an effect
Check if an object is flashing an effect.
Behavior expressions
Expression | Description | |
---|---|---|
Object.FlashEffect::HalfPeriodTime() |
Return the half period (time between flashes) of the object. |
Flash opacity smothly (fade)
Flash opacity smoothly (fade) in a repeating loop.
Behavior actions
Flash the opacity (fade)
Make an object flash opacity smoothly (fade) in a repeating loop.
Half period
Change the half period (time between flashes) of the object.
Stop flashing opacity
Stop flashing opacity of an object.
Behavior conditions
Half period
Compare the half period (time between flashes) of the object.
Is object flashing opacity
Check if an object is flashing opacity.
Behavior expressions
Expression | Description | |
---|---|---|
Object.FlashOpacity::HalfPeriodTime() |
Return the half period (time between flashes) of the object. |
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