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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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Author (1):
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 Gardiner Gardiner
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Gardiner
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Toc

Table of Contents (17) Chapters Close

GameMaker Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
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 a moving platform


We've now seen both static and dynamic physics objects in GameMaker, but what happens when we want the best of both worlds? Let's take a look at how to create a platform that can move and affect other objects via collisions but is immune to said collisions.

Getting ready

Again, we'll be using our existing physics environment, but this time, we'll need a new object. Create a sprite that is 128 px wide by 32 px high and assign it to an object called obj_platform. Also, create another object called obj_kinematicParent but don't give it a sprite. Add collision events to obj_staticParent, obj_dynamicParent, and itself. Make sure that there is a comment in each event.

How to do it

  1. In obj_platform, add a Create event.

  2. Drag a code block to the Actions box and add the following code:

    var fixture = physics_fixture_create();
    physics_fixture_set_box_shape(fixture, sprite_width / 2, sprite_height / 2);
    physics_fixture_set_density(fixture, 0);
    physics_fixture_set_restitution(fixture...
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