Post by hartnell on Dec 10, 2006 8:09:30 GMT -5
One of the reasons Game Maker does so well is that it has a standard game object. NO game programming language has one to date, mainly because it's expected that the programmer is experienced enough to write his own objects. However, to become a noob trap, I think Brutus2D need an optional one.
Each object in Game Maker has a set of variables, events, and functions that you know it will have and simplifies game construction. I will be putting a complete list here in the next day or two, but for now, here are the most important ones :
st_object.hspeed - the amount in pixels that a game object moves per step horizontally
st_object.vspeed - the amount in pixels that a game object moves per step vertically
st_object.direction - the direction of moment, in degrees
st_object.speed - the overall speed in the direction indicated above.
st_object.gravity - the amount in pixels that a game object is effected by gravity per step
st_object.gravity_direction - the direction gravity pulls on an object, in degrees.
st_object.x - the x location of an object in the map
st_object.y - the y location of an object in the map
st_object.depth - the drawing order of the sprite
st_object.sprite_index - the current sprite being displayed for the object
st_object.image_index - the current subimage of a sprite currently being displayed
st_object.image_speed - the current speed of animation of the current sprite
st_object.friction - the amount in pixels a game object is slowed down by friction per step
st_object.friction_line - the direction, as a front and back line (ex. up /down, left/right) that friction takes effect.
This is not a complete list. What would you guys like to see in the standard game object?
- hartnell
P.S. If you are wondering why I talk about Game Maker so much when improving Brutus2D, well, I'm a seasoned Game Maker veteran. It set's a good example, but in the end, it's limited. I believe Brutus2D can beat the pants off it.
Each object in Game Maker has a set of variables, events, and functions that you know it will have and simplifies game construction. I will be putting a complete list here in the next day or two, but for now, here are the most important ones :
st_object.hspeed - the amount in pixels that a game object moves per step horizontally
st_object.vspeed - the amount in pixels that a game object moves per step vertically
st_object.direction - the direction of moment, in degrees
st_object.speed - the overall speed in the direction indicated above.
st_object.gravity - the amount in pixels that a game object is effected by gravity per step
st_object.gravity_direction - the direction gravity pulls on an object, in degrees.
st_object.x - the x location of an object in the map
st_object.y - the y location of an object in the map
st_object.depth - the drawing order of the sprite
st_object.sprite_index - the current sprite being displayed for the object
st_object.image_index - the current subimage of a sprite currently being displayed
st_object.image_speed - the current speed of animation of the current sprite
st_object.friction - the amount in pixels a game object is slowed down by friction per step
st_object.friction_line - the direction, as a front and back line (ex. up /down, left/right) that friction takes effect.
This is not a complete list. What would you guys like to see in the standard game object?
- hartnell
P.S. If you are wondering why I talk about Game Maker so much when improving Brutus2D, well, I'm a seasoned Game Maker veteran. It set's a good example, but in the end, it's limited. I believe Brutus2D can beat the pants off it.