- Javascript Check If Object Is Empty
- Game Maker Check If Object Is In Room
- C# Check If Object Implements Interface
So, the object is the template for the instance, and the instance is what we place in a room to make our game. To create an object in your game, you can right click on the object resource folder and click the Create option. This will open the window pictured at the top of this page with the following sections. When you check this, the. How to Click on an Object in Game Maker. Every object in the game) will check to see how far away it is from the mouse pointer and store that distance in a.
As the title suggests, does anyone know the correct way to keep objects that continually re-spawn (currently set to a random position on the x axis) from spawning on top of one another, in game-maker?
SamJavascript Check If Object Is Empty
Sam2 Answers
You can add a check to the Create event of your respawning object which uses place_meeting(x,y,object_index)
to check if it intersects another instance of the same object type. If so, you could try setting another position.
You could also do this in the code which spawns your instances, by first creating the instance and then testing random locations until you find a good one:
The 'tries' limit is meant to prevent running into an infinite loop if no space is available. This method is not efficient if you expect that most space will be taken, and it can fail while there is actually still room available (also more likely if there are already many instances blocking the way), if this is a problem you need a more elaborate system. However, if you expect that there will usually be plenty of space for your critters to spawn, this should be good enough.
Medo42Medo42I myself have found another solution, I was working with objects with a certain collision area and therefore it didn't work for me to only check the origin x and y for a place meeting. I came up with this solution and its working fine for now although I haven't tested it fully yet and I also think it is not so efficient. Here is my code:
The above code loops over all the obj_wall that are currently in the game. If it happens that your newly spawned creature is in an area of 30 pixels from a wall, a randomly new location will be chosen. Each time a new location is picked, the collision is checked again (done variable). Hope it helps!
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Here’s a quick overview of Objects in GameMaker: Studio, which are what make up the different parts of the game, such as the player, the enemy, the score display, and so on. Objects can also control the game through the different Events and Actions that you add to them.
1Choose the green ball icon from the icon menu (see this figure).
Choose the green ball to create a new Object. The Object Properties window appears.
2In the Name field, type a name for the Object.
The name can be as simple as obj_plane.
3To assign a Sprite, click the drop-down icon from the Sprite section.
A list of available Sprites appears for you to choose from. Sprites provide a visual representation of the Object — you know, so that the player has a cool-looking ship to shoot the bad guys (and the bad guys have fearsome-looking ships).
4Click the New button from the Sprite section to open the Sprite Properties window.
You can load a Sprite or create a new one through the Editor.
5Select the Visible check box if you want the Object to be visible in the game.
This is optional.
6Select the Solid check box so that GameMaker knows this is an Object that will likely collide with other Objects.
For example, say you have two balls in a Room and they collide. You would expect them to bounce off each other as if they were balls in real life. But if one of the balls is not Solid, then the one ball might appear to roll right through the other as if it were made of air.
Game Maker Check If Object Is In Room
7Select the Persistent check box for the Object to carry over from Room to Room.
The Object is not destroyed even if the player leaves one Room and enters another. The only way to destroy a Persistent Object is to do so explicitly through Events and Actions.
8Select the Uses Physics check box to create a physics world.
This is optional.
C# Check If Object Implements Interface
9In the Depth field, enter a numerical value (such as 10,000) to determine which layer of the Room you want the Object to reside at.
The Depth field enables you to place Objects over other Objects.
10To assign a parent to the Object, click the drop-down icon (see this figure), and select an Object.
When you make a child Object, that Object inherits the properties of the parent Object.
11To assign a Mask to the Object, click the drop-down icon and select the Sprite with the Mask you want to use.
If you don’t do this, GameMaker uses the Mask of the Sprite you assigned to the Object.
12Click the Add Event button to select an Event to add to the Events section.
This is optional.
13Drag and drop Actions from the tab on the right to the Actions section.
When you finish creating your Objects, you’re ready to place the Objects in the Room, so that you can create Instances of those Objects within the game. You may have a single Object that represents a bad guy, but you can create several Instances of that one Object within the game; in that way, you can create many of the same bad guy to attack the player.
If you forgot to load a Sprite before you started making your Object, you can click New from the Sprite section of the Object Properties window to open the Sprite Properties window. Then you can proceed to load a Sprite or create a new one through the Editor.