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GameMaker Programming By Example

You're reading from   GameMaker Programming By Example Master the development of 2D games by learning to use the powerful GameMaker Language and tools provided by the GameMaker: Studio workspace and engine!

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Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781785887963
Length 212 pages
Edition 1st Edition
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Authors (2):
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Brian Christian Brian Christian
Author Profile Icon Brian Christian
Brian Christian
Steven Isaacs Steven Isaacs
Author Profile Icon Steven Isaacs
Steven Isaacs
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Toc

Programming a Boss AI


In this section, we'll be programming in a Boss AI for the player to fight after a certain time (a minute specifically). Create a missile sprite where its head points downwards (to make launching it from the boss easier to code), and of course, center its origin. Then, create a boss object and a missile object. We'll work on the boss later, but we'll have to reference it in the missile object.

Make the missile object a child of class_enemy, give it a depth of -10, and of course assign it its sprite. In the Create event for the object, give it two variables: hp, which should be set to 5, and dir, which should be set to 270. dir. This will be the default direction of the missile to face.

Now, add a Step event to the object. First call event_inherited(). Next, check if an instance of the boss object collides with the bottom of the missile (using place_meeting). If so, increment y by 5. What this does is have the missile move down out of the boss' launchers until it's outside...

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