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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

Using swipes


If you use a mobile device, such as a phone or tablet, it's a safe bet to use swipe controls in a game or an app; popular games such as Fruit Ninja have been designed entirely around this type of a touchscreen input. Swipe controls are intuitive for certain onscreen actions (such as slicing a fruit), so the game just feels right; it's satisfying. Let's take a moment to cook up some satisfying controls.

Getting ready

We'll create a simple demo to showcase the swipe movement. To do this, you'll need a simple room and two objects. The first object should be called obj_target and requires a sprite; I chose a simple green box. The second should be called obj_control_swipe and requires no sprite. Based on the name, I'm sure you can guess what this second object does.

How to do it…

  1. In obj_target, add a Create event to a code block containing the following code:

    x = room_width/2;
    y = room_height/2;
  2. Add a Step event to the code block where you'll enter this code:

    if (x < 0) or (x > room_width...
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