Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletter Hub
Free Learning
Arrow right icon
timer SALE ENDS IN
0 Days
:
00 Hours
:
00 Minutes
:
00 Seconds
Arrow up icon
GO TO TOP
GameMaker Cookbook

You're reading from   GameMaker Cookbook Over 50 hands-on recipes to help you build exhilarating games using the robust GameMaker system

Arrow left icon
Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781784399849
Length 212 pages
Edition 1st Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
 Gardiner Gardiner
Author Profile Icon Gardiner
Gardiner
Arrow right icon
View More author details
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 enemy pathfinding


In games, there are several ways to move enemies around the playable area. In Chapter 1, Game Plan – Creating Basic Gameplay, we discussed a simple way of using the x and y coordinates. In the previous recipe, we discussed setting paths, which can also be used to shuttle enemies around the screen for your player to avoid or destroy. These are both good options, depending on what you want for your game, but what about enemies that can actually navigate a level, avoid obstacles, and pursue the player? Let's add some depth to a top-down game by creating a slightly more complex enemy AI.

Getting ready

First, you'll need a character object called obj_player that can move in four directions (with collision detection), and an enemy object called obj_enemy. Once again, I've animated the player character using the 3/4 top-down sprites from previous recipes. For the enemy sprite, though, let's take a red circle and add a line (the one with the arrow) to the right side of the...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $15.99/month. Cancel anytime
Visually different images