Game maker image angle direction. RC Revolution is our first game.
Game maker image angle direction However, unlike direction, the value of image_angle does not return to 0 after reaching 359. image_angle. It's not in the tuto, but I would like to make the rocks to rotate on themselves. Este valor define o ângulo (rotação) do sprite e é medido em graus, com a direita sendo 0º, acima sendo 90º, esquerda sendo 180º e abaixo sendo 270º. 5, for example, will half the width of the sprite), larger values will scale up and negative values will flip the sprite and scale it unless the value used is exactly -1 (in which case the sprite is image_angle = direction; alarm[1] = 50; I want the angle to affect object1 rather than the second object . the player rotates correctly when moving to the right, but when he moves to the left he flips upside down Hi All, I'm trying to have my player move with the left stick of a game pad but back and forth on one angle only. A value between 0 and 360. Recall that the variable direction having 0 degrees So if you have a sprite, and you want to change its direction when the object's direction changes, then just set the image_angle to equal the direction. My oPlayer object (a physics object in Gamemaker) uses the following code to follow the mouse:. Well, if I press "W," my objective is So in my game, characters have multiple sprites that can either face left or right of a rotating ellipse shaped sprite (assume a center origin) starting from the sprite center and in the direction usually of the image angle? I know lengthdir_x(len,dir) and lengthdir_y(len,dir) would work for a circle sprite, or on a non rotating So setting this value to, for example, 0. y, spriteID); ii. I am trying to understand the logic behind Game Maker's point_direction(x1, y1, x2, y2) function, which takes the vector from (x1, y1) to (x2, y2) and returns the counter-clockwise angle it forms from the positive x-axis, in degrees. image_angle = 45). . Here is how you would make something face and move vertically: image_angle = 90; direction direction is a preset variable. I'm using the Steam release of Game Maker: Studio. If you imagine a circle around your instance, and then imagine a point anywhere on that circle, to move to that The "-" symbol is just normal subtraction. Default, 0, is to the right, and then it I have an arrow object that when created I want the image angle to change so that it faces away from the player, and then moves in that direction based on the direction its facing. image_angle = 180; Space Bar press event image_angle = 180; The above code runs fine, and I can see through the debugger, that the instance's image_angle has been set to 180. Someone better versed at the requisite math should probably help you there. What you want to check against is the difference between the turret's image_angle and the ship's image_angle, normalized to an image_angle of zero for the ship. For example, if your object obj_player have speed 4 and position x=0 then x = obj_player. The red line is the off part. image_angle is the direction the sprite is facing, direction is the direction the instance is moving, and speed is the speed it is moving at. direction' for 'bullet. My fault for not atleast attempting that. Apr 7, 2017 #6 Code: fand. Coders can take advantage of its built in scripting language, "GML" to design and create fully-featured, professional grade games. 🎮 We will do everything in our power to make sure you to say that we had the best pre and post launch support. When I started my project I didn't keep in mind the fact that Gamemaker considers an angle of The code:"point_direction(x,y,mouse_x,mouse_y)/10" This is a very short tutorial how to create the image angle action without pro. speed = 3; direction = point_direction(x,y,mouse_x Skip to main content Open menu Open navigation Go to Reddit Home The key issue is what point_direction returns. It will trigger (image_angle==180) and (image_angle<=255) BOTH. I'm trying to get the image angle of my player to rotate in the direction he is moving on the screen. direction = 0 refers to straight right, and direction = 180 refers to straight left. (eventually Id like to do more but this is the starting point) Thanks :D direction is a preset variable. (Diagram from the YoYo Games documentation of point_direction)How do I implement this functionality in my own code? Here's my attempt so far: I wouldn't use direction as direction, speed, hspeed, and vspeed are all tied together and do things like auto update your x and y. very basic movement in the step event. Hello I am trying to recreate a Rally X game, I am very basic at Game Maker (1. Using this simple code, the image will simply angle itself to face in the direction it's moving. This is also my first post ever on Reddit, so if I did something wrong with the formatting, please do forgive. I have used it before whitout problems. i am also using a step event on Game Maker Studio v. Note that directions in GameMaker are usually calculated as 0° being right, 90° being up, 180° being left Because all instances changes positions after the step event and before the end step event. Examples Will give you a direction based on your hspeed and vspeed. Following this tutorial, I rolled my eyes a little when he said to put the image_angle = direction; in the step event for my object rather than the creation event to rotate my object's sprite. image_angle = image_angle mod 360; And that's it. The upper body image rotation is controled b the locasion of the crosshairs. This value sets the angle (rotation) of the sprite and is measured in degrees, with the right being 0º, up being 90º, left being 180º and down being 270º. So you may want to just use an else here. When using this, the image_angle and direction variables are always 270 when I write them to Output. 2=5) the calculated direction using the point_direction function. Each instance in the game will have its own direction value. Thanks in advance. Using round(), we are rounding up or down (i. Apr 7, 2017 #7 BattleRifle BR55 said: Code: when holding the left mouse button, the player will do a blowing ability that aims towards the mouse, the problem is that before blowing in the direction it's supposed to, it appears to the right of the player obj_player create: changedir = true // blow ability canblow = image_angle is a direction variable. Note that you can use negative values here too to make the particle rotate in the opposite direction too, so positive values will make the particle rotate anti-clockwise, and negative rotate clockwise. GMC Elder. Firstly, my bullets only seem to fire to the right and secondly they seem to be firing at a 45 degree angle. So if I do direction = point_direction(x, y, player_obj. Set this variable to 0 to reset the sprite to be drawn as was defined in the sprite editor. image_angle = point_direction(x, y, mouse_x, mouse_y); Thanks in advance! This is generally handled by setting three different values. This subreddit is dedicated to providing programmer support for the game development platform, GameMaker Studio. x = o_Plecktor. All instances in GameMaker have certain "built in" properties that you can use and set to govern how they look and behave. In my case the player object is a gun*. Add Motion. Something interesting to note that I just tried: I placed an arbitrary constant of 45 to see if it would change the direction (bullet. the white line is what i've wanted to the angle to be the weapon position and direction is controlled by the player script heres the code: if weapon { var mb = mouse_check_button(mb_left) What if image_angle is 180. I'm trying to have this object, a shield, move around the player by using the directional keys. image_angle and point_direction. Hello! I've been trying to add in shooting to my game and I've ran into two problems. x, player. Esta variável é ajustada para 0 para reiniciar o sprite a ser desenhado como foi definido no editor sprite. We use that value to determine the current octant by using the switch function to set the Object's sprite in 8 I'm still working on slapping together a two player turn based strategy game, but while working on the unit movement portion of my game ran into some potential issues relating to image_angle and Direction. I would appreciate any help I can get since I've looked around for a solution without any result. ) Then starts again. If you want the object to rotate, you need to do image_angle = direction or image_angle = point_direction (x,y, x+hspeed,y+vspeed) However you also need to check if you are moving before checking the direction, because if you are not moving, then you will always face one direction. I just want to get a smooth rotation, not an instant flip to the new direction. Here is an image showing how directions I tried your suggestion and switched out 'bullet. Code: var laser = instance_create(x, y, obj_laser); laser. 1. This action accelerates the instance with the given speed in the given direction. Can't seem lengthdir_x. direction Normally with angles you wouldn't want to do an exact equal but rather a close range. I have a decent vector based steering behavior library and I'm trying to tie the image angle (top down 2d) to the directional input provided by the steering behaviors but not the objects overall velocity. Is something change or do I remmeber wrong Thank you Mick This subreddit is dedicated to providing programmer support for the game development platform, GameMaker Studio. However, the latter can only be done in Registered or Pro copies of Game Maker. angle_difference(ang1, ang2) < min_num might work. I've also tried; Code: // STEP image_angle=point_direction Hello. I could just set the angle manually for each key press, but that doesn't transition between (for instance) left to up/left to So I think I understand why the issue is happening. So you can get 5, 0, or -5 depending on the keys pressed. Otherwise, abs(num1- num2) < min_num is a fairly straightforward way of comparing to numbers. image_angle. Once you press up / down image_angle - rotation of a sprite. I'm told, direction is based on hspeed/vspeed and I'm using the path speed. image_angle = direction; Now we need to set the rotation of the homing missile with image_angle ( built in GMS2 variable ) which is equal to the newly updated direction . However note that in the physics world rotations are calculated in the opposite way to the normal GameMaker game world, meaning that vector functions like point_direction() should have their return values modified (simply making Create event of ClawTest var ii = instance_create_deformable(player. A scale of 1 indicates no scaling (1:1), smaller values will scale down (0. You can still use the point_direction() and point_distance() functions, along with lengthdir_x() and lengthdir_y() to calculate your transform values, just note that point_direction() is going to return a value that is . The draw event is: draw_sprite_ext(spr_dispenser,animationValue mod 5,x,y,1,1,shootingDirection,c_white,1); while (angle_difference(direction,image_angle) < 0) {image_angle -= 2;}} else { image_angle = image_angle;} It doesn't give me any errors, but the sprite just doesn't rotate when I change the direction of movement to up etc. The numbers are the same as the ones used by the direction. What I am trying to do is have my player shoot BulletPower=1; bulletSpeed=10; speed=bulletSpeed; direction=point_direction(x,y,mouse_x, mouse_y); direction+=random_range(-5,5); image_angle=direction; Tried to use move_towards_point(mouse_x, image_angle = direction; instead of: image_angle = direction + 90; The same applies for your bullet sprite: make it so that it's facing to the left. This small tutorial shows both methods. When you apply speed to the object, it will move in the angle of direction's value. Dec 9, 2020 That will give you the direction, which you THEN apply to the image_angle and the direction. @bennj007 You can use the rotate tool in the tools section of the image editor: You have to select a part (or all) of the image and then use the rotate tool to rotate it. I been struggling with this for a while now and I do not know what would be the best way to approach this. This dispenser sprite width and height is 16x16, center xoffset and yoffset. I;m not trying to jsut move in the opposite direction of an object, i need to move in the direction of the image angle' EDIT: I had no idea image_angle would work in the "dir" argument for the lengthdir_x. In fact, if you set image_angle to 180, you'll notice the sprite is actually upside down! This makes sense if you think of how a sprite would game maker studio 2 gml player direction; D. The example gamemaker gives is to follow the mouse but I just want the object to rotate 90 degrees each time I click on it. This variable can be used to get (or to set) the angle of the instances fixture in degrees, similar to setting or getting the image_angle. I want to make it so I'm just using two sprites - an idle, and a walking sprite that are both facing right. x; y = o_Plecktor. Observe que para que as mudanças nesta variável sejam visíveis, a instância não deve ter nenhum evento de The player is made out of two pieces, one reprisenting the feet and legs and the other reprisents the upper body. Im thinking GML has an easy solution to this. The value of image_angle corresponds to direction in that 0 to 359 are the image_angle is just the direction that your speite is facing. Have it so that dir will add the difference in angle compared to current distance so that dir can become any number. From now If you can already assign the image_angle to the direction of travel you can use a similar logic to assign it depending on the object that created it. x, player_obj. For example, my actual direction is 0, so my image angle is 0, and my player's sprite is looking to the right. The green part of the star is the front of it (I think, right? at angle 0?), and should be facing whichever direction it is going in. image_angle is a local variable that contains the rotation of a sprite in degree s. You are never changing the value of image_angle; hence, image_angle = 0 always. BattleRifle BR55 Let Live. direction = point_direction (x, y, mouse_x, mouse_y); direction = direction + random_range (-4, 4); speed = 16; image_angle = direction; Before running the game, let's quickly go over each line of that code there: line 1: We set the direction to point directly at the mouse (direction is another built-in variable that all objects have and stores As it is in the title of this post, I have a problem with the angle that the particle is created (I will put my code and image for better understanding): well as you can see in the picture, the particle is pointing towards the rocket (you can't see Hello everyone ! I'm starting with GameMaker, following the official tuto for the "Space Rock" game. This function is used to get the x component of a position "len" pixels from the starting point and in direction "dir". When I change its image angle, there is a line of off pixel. And then you set the speed. 5. Hopefully this explanation is clear enough. Now I figured out, I can't change image_angle depending on direction of path. A negative value "flips" the sprite. The other does allow animated sprites to rotate and takes up much less memory (it also looks better). Since the struct injection occurs before the Create Event of the bullet runs when the bullet instance is This function takes an angle of direction, and then adds a certain amount of momentum to the speed of the instance in that direction - in the above code we are using the current image_angle to get the direction of motion and Returns: Real Example: var _dir = point_direction(x, y, mouse_x, mouse_y); var _diff = angle_difference(_dir, image_angle); image_angle += _diff * 0. Here is my chest with different image_angle values: Increasing or decreasing this value in the Step event continually rotates the instance: image I use them but I can seem to figure out how to apply it to this specific action. You can use built-in direction and Since your direction is set to the image_angle strafing just adds 90 / -90 to the image_angle, and so moves to the left / right of the angle its facing. Also, I believe when you say !image_angle you are saying the opposite of image_angle (basically the negative of whatever it is. Up would set its angle to 90 degrees, Right would set it to 0 degrees, Down and Left would set it to 225 degrees, etc. So if you have an angle of 80 (you'd want the TOP subimage), 80/45 = 1. image_angle = //(Any value 0-359); I'm fairly new to GML, so I figure I'm missing some sort of obvious conflict, but I can't see what's wrong here. I am trying to replicate the 8 directional shooting from Metal Slug and Contra and I cant find any tutorials on how to do it with game maker. image_angle=bullet. At that point, the laser should move. So while it might appear as though the "angle" of the sprite is changing, it's not. This assumes that you have setup your sprite so that it is facing right by default. 77 , when rounding, you get 2 (the top image if you order it as I mentioned before) Hi, **CHANGED THE QUESTION FOR A MORE DURABLE SOLUTION, SEE LAST POST** I'm using Mark Alexander (Nocturne) Twin Stick code for plugging in controllers that assigns them to players. In case you didn't know, GM starts angle 0 to the right, 90 is up, and so on (anti clockwise). Direction is one of those properties and can be used to set the direction of movement of the instance when the instance has a speed other than 0. If you only change an instance’s direction, it will move in that direction but the sprite will continue to be drawn with its orientation unchanged. I do drag from angle 5 to -5 but I am having trouble with "image_angle" command --> Like in the photo i want to add 2 Our Cookies We use cookies and similar technologies on this website in order to store and / or access information on your device, personalise content, ad and content measurement, audient insights and product development. e. There are 2 pic of this problem. So I'm currently having a problem with getting the angle of an object to work correctly. So the angle can be: push_angle = point_direction(oGoal. Hi I have a path that my spaceships follow in my top down game. But with direction you have the added complexity of 360 being the same as 0 so you'd need some additional checks. I'm trying to make my weapon look at the mouse position, but, it is acting weirdly wrong. If shot to the Here is an image showing how directions work in GameMaker. 1; The above code will get the direction from the instance to the mouse cursor, then get the difference between that angle and the current image_angle, using this value to gradually rotate the instance towards the mouse. The arrow moves in an arc, so i want the angle to reflect the direction it's moving. The lower body needs to look in the direction of player movement, I'm maping both gamepad controles and wasd controles movement. So for speed, I'm asking for "forward key - backward key" and then multiplying by 5. image_angle = direction; O. So I see two fixes possible. It indicates the direction the object is facing (although to make its sprite visibly turn to face the In your code, you set image_angle and direction, but then change only y coordinate so of course you wont see any changes to x coordinate. What I'm having trouble with is I have a sword with angle approaching a point_direction at mouse. Hello GMC I making a game where image_angle is the same as direction, but it's not working. It has nothing to do with movement. I'm going through Shaun Spalding's Game Maker tutorials to familiarize myself with some of Game Maker's features and GML's coding syntax. That't not the same as saying !(image_angle > 270) which means if the entire Doing this will give you the correct frame. If it's 361 degrees, it will also return 1. If shot to the right it starts it's journey at image_angle 0, and if shot to the left it starts at 180 (its a sidescroller). 1 to the image angle each game frame. If you want the sprite to rotate, you can set image_angle = direction. You can use these values in the image_angle variable to rotate an instance. Firehammer Games. It indicates the direction the object is facing (although to make its sprite visibly turn to face the direction, you'll need to use image_angle=direction). y, x,y); I only want to move on that axis (push_angle) back and forth and the player cannot move from that angle Hello! Does anyone know a way to limit the rotation speed? In the players step even I just have this code to handle rotation. 1 will add 0. OK, so my point stands. This is useful for controlling instances that accelerate gradually, like a space ship or a rolling ball, unlike, say, an RPG character which moves speed = 5; // Obviously 5 is just some arbitrary speed image_angle = direction; // We set image_angle to direction in order to make the bullet face the right way. In the Image That is not a problem, what happens is that when I rotate the camera and change the angle of the objects, the Depth=-bbox_bottom does not work the same, I thought that when rotating the image, since it rotates the graph, the collision box would also rotate and therefore it would work the same, but it doesn't. Don't know why, but calling image_angle based on direction suddenly works. The value of image_anglecorresponds to direction in that 0 to 359 are the same angle. direction's values Related to direction is image_angle, which is a built-in GML variable that is used to rotate the sprite belonging to an instance. image_angle is a local variable that contains the rotation of a sprite in degrees. For example, lets say the object wants to seek the mouse. The image angle should be equal to the direction of its velocity. I need to have an object in my game point towards the mouse, and using these forums have discovered how to make the sprite turn using "image_index = point_direction(x,y,mouse_x,mouse_y)" but I also want the It can be, but it's not in this case. image_angle = bullet_aim;' still encountering the same problemthe image refuses to rotate properly. This page lists all the number functions related to angles and distance, point_direction; point_distance; point_distance_3d; distance_to_object; distance_to_point; dot_product; you can read the following section which give a brief overview of what is a vector and how it can be used in making games: For rotation, GameMaker uses angle values in degrees. *Issues with my game and those functions, not Gamemaker itself. 1767 I figured it out. 4. Look at the following code. x,oGoal. Really sorry : the tuto IS explaining how to rotate the rocks: the solution is Below the code checks the current position against the previous position (xprevious and yprevious) and calculates direction. x for the step event will be 0, but for the step end event will be 4. Divecko It's a top down game and I wan't the sprite to rotate to the direction the player is moving, I figured that would be in the animation editor but I can't find an { image_angle = point_direction(xprevious, yprevious, x, y); } Make sure this doesn't mess with your collision image_xscale. edit this page; edit sections; history; talk; Create account or Sign in The main thing I want to happen is that the sprite angle is facing the direction the player is going in, kind of like a top-down view. Make it work. But @Mr Magnus's seems to Hi GMS'ers Based on a game event happening, I'm wanting to create a new overlay object on top of my existing player object for a couple of seconds, then destroy the new overlay object on a timer about 2s later. Description. Without hspeed and vspeed, direction is always 0, so image_angle = direction doesn't work. I've got this working fine, but the problem is I can't work out how to set the Looks like you've already got one answer, but it's also worth mentioning modulo. y) in the step event it will use old player_obj ( Game Maker 6. 4) and I'd like to know how I can spin the car to a certain angle and then keep the car facing that angle, for example say that the car starts the room facing 0° and I want to spin it to the left (180°) and once it gets there it doesn't move its angle anymore. You can set it to any of the 360 degree of a circle. phy_rotation. Each instance in the game will have its own direction value. What I want is, when I click the mouse I can start drag its angle and when I release the mouse, the sword swing approach the angle stored at the start (when the mouse clicked. Or if you have separate sprites for different directions then just use sprite_index and set it equal to GameMaker: Studio Wiki GameMaker: Studio Tutorials & Resources. We need your feedback and What formula would find the contour (aka edge) of a rotating ellipse shaped sprite (assume a center origin) starting from the sprite center and in the direction usually of the image angle? I know lengthdir_x(len,dir) and lengthdir_y(len,dir) would work for a image_angle. If you only use direction, it probably won't be an issue as the direction won't matter if speed is 0. This ranges from 0 to 360, going anti-clockwise with every increase. phy_rotation = point_direction(phy_position_x,phy_position_y,mouse_x,mouse_y) direction = phy_rotation - 180 image_angle = direction However, though it does rotate in reaction to mouse movement, the oPlayer object's image_angle is always the opposite of the point_direction to to explain the "roll_angle", basically an alarm rolls a number between 0-100 and when high enough, it changes the movement speed and direction, but I don't know how to properly make the image_angle be relative to it's movement. 8=6 & 5. If you're using the built in movement functions, direction controls the direction that image_angle: is the key variable you can use whenever you want to rotate your sprite. "speed" is built in to Game Maker, just as direction and image angle are. Hey, I am creating a game which heavily relies on paths. This value sets the horizontal scaling applied to the sprite that has been assigned to the current instance. Here is what I've tried so far. Pro Only. However somewhere image_angle = point_direction(x,y,mouse_x,mouse_y); now when i try to make an enemy object, obj_alienShip, rotate towards the player when the player is inside a certain radius this fails to happen. Whenever a controller is connected it passed the controller pad value to the variable of pad_num in the player object. Would never have Hi everyone. The above advice will work as image_angle = point_direction(x, y, mouse_x, mouse_y); RC Revolution is our first game. Instead of "setting the value directly to what you want" maybe you should consider using something like a "target value" and slowly go "toward" that target You're going to have to adjust the direction of your phys_position_x and phys_position_y values based on the parent object's phys_rotation. A simplified explanation is: modulo (or just "mod") subtracts the value as many times as possible and returns the remainder. ofekgani Guest. image_angle = 0 refers to drawing the sprite upright, whereas image_angle = 90 refers to drawing the sprite tilted 90 degrees counter-clockwise about its sprite origin. y; firingdelay = firingdelay - 1; if Hi everyone! In my project, I have a player that has a direction and objective variables. image_xscale refers to how much the sprite is stretched or squashed in the x axis. GameMaker Studio is designed to make developing games fun and easy. Now, let's make the player object fire the bullets properly. Do you know if is there some way to do it? Or any ideas? Thanks for your help! That's going to cause problems whenever the rollover point falls inside a turret's rotation range. direction. Those commands will only help them to rotate it in their game, but not in the IDE. I'm working on a point and click game in the style of Diablo, where your player moves to wherever you click. I have an obj_arrow that has the code 'image_angle = direction" in the step event. So, if image_angle is 1 degree, the above will return 1. 1, 7 Pro ) image_angle - rotation of a sprite. ecfvozwmkpsjwokbrgghdcgpjzowoggnshbfnvlelpkpaoqikbhjfvgl
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