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GameMaker Programming By Example

You're reading from   GameMaker Programming By Example Master the development of 2D games by learning to use the powerful GameMaker Language and tools provided by the GameMaker: Studio workspace and engine!

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Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781785887963
Length 212 pages
Edition 1st Edition
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Authors (2):
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Brian Christian Brian Christian
Author Profile Icon Brian Christian
Brian Christian
Steven Isaacs Steven Isaacs
Author Profile Icon Steven Isaacs
Steven Isaacs
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Toc

Summary


Kudos on finishing this introductory physics chapter! The following, and final, chapter will wrap this up, and include debugging and some other useful information that we couldn't teach you as of yet.

Review questions

  1. What is a fixture?

  2. What is a joint?

  3. How can you give a physics object "infinite weight"?

  4. What variables do we use for the coordinates of an object that uses physics?

  5. How can you check whether a mouse button is clicked, and how can you check the cursor's position?

Quick drills

  1. Play around with different shapes in your sandbox game and see how they all interact. Have one of your shapes spawn when the player clicks the right mouse button (mb_right).

  2. Also play around with revolution joints, maybe have balls that collide revolute. If you want, you could try some of the other joint types shown in GameMaker's documentation to see how they work.

  3. In your second game, add a projectile that the player can spawn that uses physics properties. Program it just like the ones in previous games...

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