Intro to GML<br />Game Maker Language<br />
GML<br />Interpreted programming language that you can use to substantially enhance the games you create using Game Maker<...
Game Maker Scripts Menu<br />Import Scripts<br />Export Scripts<br />Show Built-In Variables – Global/local variables<br /...
Game Maker Scripts Editor<br />Accessed through the Script Properties Window<br />Create scripts by typing the window<br /...
Syntax<br />Scripts are made up of one ore more GML code statements embedded within an opening bracket and closing bracket...
Adding a script<br />{//set the drawing colordraw_set_color(c_black);//draw a filled rectangledraw_rectangle(50,50,590,430...
Executing GML Code to Rooms<br />Can execute code when rooms are created<br />Open a room and click on its settings tab<br...
GML Scripting<br />Data types<br />Integer – any whole number positive or negative, as well as 0<br />Real – Numbers that ...
Variables<br />Variable – pointer to a location in memory where data is stored<br />Variable names must begin with a lette...
Special Variables<br />X – coordinate for a given object<br />y – “ “<br />Direction<br />Speed<br />Hspeed<br />Vspeed<br...
Constants<br />A constant is a value whose value is known at design time and does not change during the execution of the g...
Arrays<br />An array is an indexed list of data that is stored and managed as a collection, preserving the value of the va...
Setting up a Loop<br />Set up a loop<br />For(i=0; I<3; i=i+1) {draw_text(x,y,names[i]);     y = y+20}<br />Executes the s...
The IF statement<br />The if statement is used to evaluate an expression and then initate an action if that expression eva...
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Intro to gml

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Intro to gml

  1. 1. Intro to GML<br />Game Maker Language<br />
  2. 2. GML<br />Interpreted programming language that you can use to substantially enhance the games you create using Game Maker<br />Supplement<br />Extend<br />Replace Actions<br />Interpreted Programming Language<br />Scripts are interpreted and compiled just before they are executed<br />
  3. 3. Game Maker Scripts Menu<br />Import Scripts<br />Export Scripts<br />Show Built-In Variables – Global/local variables<br />Show Built-In Functions – Game Maker’s functions<br />Show Extension functions – through extension pkgs<br />Show Constants <br />Show Resource Names – resources defined in your app<br />Search in Scripts – matching strings<br />Check Resource Names – look for resource name conflicts<br />Check All Scripts – syntax check<br />
  4. 4. Game Maker Scripts Editor<br />Accessed through the Script Properties Window<br />Create scripts by typing the window<br />Auto color-coded<br />Assists in writing code<br />Smart tabs automatically indent statements<br />
  5. 5. Syntax<br />Scripts are made up of one ore more GML code statements embedded within an opening bracket and closing bracket { }<br />All code statements should end with a semi-colon ;<br />
  6. 6. Adding a script<br />{//set the drawing colordraw_set_color(c_black);//draw a filled rectangledraw_rectangle(50,50,590,430,false);//set the drawing colordraw_set_color(c_yellow);//draw textdraw_text(210,200,"Hello World");}<br />Then assign an object to execute a script<br />May also be created as code if only used once<br />
  7. 7. Executing GML Code to Rooms<br />Can execute code when rooms are created<br />Open a room and click on its settings tab<br />Button at the bottom of the tab labeled Creation Code<br />Code for the room will be executed once (and only once) when the room is created<br />
  8. 8. GML Scripting<br />Data types<br />Integer – any whole number positive or negative, as well as 0<br />Real – Numbers that include decimal points<br />String – Set of characters embedded within single or double quotations<br />
  9. 9. Variables<br />Variable – pointer to a location in memory where data is stored<br />Variable names must begin with a letter<br />Letters, numbers, underscores<br />No blanks<br />No game maker language key words or names of defined resources<br />To assign a value to a variable, use the “=“<br />Name = “Tracy”;<br />
  10. 10. Special Variables<br />X – coordinate for a given object<br />y – “ “<br />Direction<br />Speed<br />Hspeed<br />Vspeed<br />Solid<br />Sprite_height<br />Sprite_width<br />
  11. 11. Constants<br />A constant is a value whose value is known at design time and does not change during the execution of the game<br />Colors, for example (c_black, c_blue, c_green)<br />Click on “show constants” on the scripts menu<br />Constants cannot be “accidentally” changed, are self-documenting, and typically require less memory<br />
  12. 12. Arrays<br />An array is an indexed list of data that is stored and managed as a collection, preserving the value of the variable and its relationship with other variables<br />One dimensional and two dimensional<br />Arrayname[indices]<br />Ex: {names[0]=“Captain Jack”;names[1]=“Mad Hatter”;names[2]=“Willy Wonka”;}<br />
  13. 13. Setting up a Loop<br />Set up a loop<br />For(i=0; I<3; i=i+1) {draw_text(x,y,names[i]); y = y+20}<br />Executes the script three times<br />Can be used to list each item in an array<br />
  14. 14. The IF statement<br />The if statement is used to evaluate an expression and then initate an action if that expression evaluates as true.<br />If (expression){ statements;}<br />Example (if statement as part of a guessing game:if(secretnumber=real(userGuess)) show_message(“You Guessed It”);<br />If statements can be nested<br />

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