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GameMaker Cookbook

You're reading from   GameMaker Cookbook Over 50 hands-on recipes to help you build exhilarating games using the robust GameMaker system

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Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781784399849
Length 212 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (12) Chapters Close

Preface 1. Game Plan – Creating Basic Gameplay FREE CHAPTER 2. It's Under Control – Exploring Various Control Schemes 3. Let's Move It – Advanced Movement and Layout 4. Let's Get Physical – Using GameMaker's Physics System 5. Now Hear This! – Music and Sound Effects 6. It's All GUI! - Creating Graphical User Interface and Menus 7. Saving the Day – Saving Game Data 8. Light 'em up! – Enhancing Your Game with Lighting Techniques 9. Particle Man, Particle Man – Adding Polish to Your Game with Visual Effects and Particles 10. Hello, World – Creating New Dimensions of Play Through Networking Index

Creating 2D movement


In Chapter 1, Game Plan – Creating Basic Gameplay, we demonstrated the basic character movement using GameMaker's drag and drop interface. It involved a lot of blocks. Next, we will create more sophisticated movement code in only a handful of code blocks.

Getting ready

You'll need a character object (obj_player) and a room where you can place it. We won't be discussing the object's sprite or animation here; this is purely about moving your character in two dimensions on the screen. For this reason, we're using a simple block to represent our player character.

How to do it...

  1. In obj_player, add a Create event.

  2. Drag and drop an Execute Code block (under the Control tab) into the Actions box.

  3. Open it and enter the following code:

    ///set variables
    max_spd = 12;
    accel_spd = 1;
    decel_spd = 2;
  4. Close this code block and add a Step event.

  5. Drag a code block to the Actions box and enter the following code:

    ///control movement
    if (keyboard_check(vk_right)) and not (keyboard_check(vk_left...
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