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HTML5 Game Development with GameMaker

You're reading from   HTML5 Game Development with GameMaker Experience a captivating journey that will take you from creating a full-on shoot 'em up to your first social web browser game

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Product type Paperback
Published in Apr 2013
Publisher Packt
ISBN-13 9781849694100
Length 364 pages
Edition 1st Edition
Languages
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Author (1):
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Jason Lee Elliott Jason Lee Elliott
Author Profile Icon Jason Lee Elliott
Jason Lee Elliott
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Table of Contents (16) Chapters Close

HTML5 Game Development with GameMaker
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting to Know the Studio with Your First Game 2. Triple 'A' Games: Art and Audio FREE CHAPTER 3. Shoot 'em Up: Creating a Side-scrolling Shooter 4. The Adventure Begins 5. Platform Fun 6. Toppling Towers 7. Dynamic Front Ends 8. Playing with Particles 9. Get Your Game Out There Index

Understanding the physics engine


When building a physics-based game, it requires a different way of thinking about how you go about creating things. So far, we have focused on applying movement to an instance by either teleporting it via the X/Y coordinates, or by changing the speed, vspeed, and hspeed variables. When we use the physics engine, these properties are ignored. Instead, the system itself deals with movement by applying a force onto the instance. That instance will react to the force based on its own properties and will act accordingly.

Additionally, the direction of the world coordinates is not the same in physics world. Zero degrees in the GameMaker standard physics world indicates a direction of right, whereas in the Box2D physics world, zero degrees indicates up, as can be seen in the following diagram:

To fully understand how the Box2D physics engine works, we need to take a look at the following four components that it is comprised of:

  • The physics world

  • Fixtures

  • Joints

  • Forces...

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