![]() Obj1.var = encapsulated_function(obj2.var, obj3.var) It doesn’t automatically assign the value to obj1.var anymore, but that’s easy to handle when you call the function in your code: This makes the function much more flexible, allowing you to re-use it. Now you can pass any two values into the function. What we’ve done here is parameterized the function, and eliminated its dependency on obj2 and obj3. If you’re new to programming this way, it may sound tricky, but it is not a hard concept to grasp. Game Maker lacks this concept (all variables are essentially public, and thus can be accessed at any time from anywhere in the application), so you have to employ self-discipline and write your code as though object variables were private (accessible only from within the object). In most modern object oriented programming languages, there’s a concept of Encapsulation, which is a way of protecting the data that belongs to an object from being accessed (read or written) from the outside, providing only what access is necessary, and providing it through a properly defined interface. This is a good practice to learn in any case. Instead of directly accessing member variables of other objects, you need to pass them into your function as arguments. To do this, you need to pretend that variables that live inside of your objects are not accessible to your new function. When you make a gml function with the intent of turning it into an Extension, you need to make sure that the script is written in a generic manner such that it will not be dependent on any objects, variables, or constants in your project. Once you are comfortable with writing gml functions, learn to make them flexible. Practice writing scripts, and get a feel for how to write efficient, bug-free code. The first thing you need to do is learn to write good GML code. This means over time you can build up an entire library of re-usable functions that you can bring into your projects, saving you time and allowing you to focus on building new stuff instead of re-implementing the same basic things again and again. gex extension, you can import the extension into Game Maker and use the functions it provides in any project with ease. Developers can make their code more re-usable by converting their GML scripts to Game Maker Extensions. One of the nice things about Game Maker is that it is extensible. ![]() Why arguing about Link’s gender is dumb, and why it’s important.“Null Room” hidden in Superman (Atari, 1979). ![]() ![]() value depends on the size of the video games, programming, the internet, and stuff _offset = 15 //moves the collision point away to check in front of the sprite. Something like this: // Horizontal collision Keep in mind that the origin point is at the center of it's collision mask, to avoid been stuck in a wall.ĮDIT: Another possibility: the collision point still checks inside the sprite.įor that, you could also try using an offset that keeps the collision point away from the sprite collision, but to let that work, you'll need to keep the inverse direction away from your horizontal speed. that way I've a visible view of the 'collision point'.Īnother cause could be the sprite's origin point, that determines at which position the x and y appears, and that the sprite by turning collides with the wall itself. When I face with collision problems, I'll use a crosshair sprite, and draw it at the same position as where it should be colliding. Is it turning back to the wall after a short while, or is it stuck and is flickering to left and right rapidly? Both could involve that the collision point isn't updating well.
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