Here we just check the distance from the instance to the mouse position, and if it's the same as or less than the current speed, we set the speed to 0. Var _dist = point_distance(x, y, mouse_x, mouse_y) To solve this we need to add a Step Event to the object with this code: (make the movement speed 5 or something like that to see the issue if it's not immediately obvious). This is because the instance is moving faster than 1 pixel at a time and so "over-shoots" the position and then tries to move back, and then over-shoots again, etc. If you click and hold the mouse button, but don't move the cursor, then the instance will move towards the cursor and then "vibrate" around it. Press Play and test it now.īefore we leave this example, there is one final issue that we need to resolve. With this, the instance will only follow the mouse cursor for as long as the mouse button is held down, and when you release the button it will stop moving. After you click once and release, the instance will keep on moving and eventually leave the room! There are a number of ways that we can fix this, and which one you choose will depend on what you want to do, but the easiest fix for now is to simply add a Global Mouse Button Released event, so add that now to the object and give it this code: Great! The instance of the object now moves towards where you clicked, and if you hold down the button, the instance will just keep following the mouse cursor. Place an instance of this object in a room and then hit the Play button, then click around the room to make the instance move towards the mouse: The GML Visual does this by setting the " direction" and " speed" Instance Variables, while the GML does this using the function move_towards_point() (this also sets the speed and direction variables, just in a single, easy to use function). Here we are telling the instance to move towards a position on the screen, in this case the " mouse_x" and " mouse_y" position (" mouse_x" and " mouse_y" are built-in variable s that always hold the current mouse cursor position). In this event we want to add these actions or code: We use the global mouse events because they detect a click anywhere in the room, while the regular mouse events will only detect a click if the mouse actually clicks within the instance bounding box. To start with, open an object, assign it a sprite, and then give it a Global Left Mouse Down event: One of the simplest ways to get an object moving and interacting with the player is to use the mouse, and in this example we'll show you how to use some basic code to get an object to move towards wherever the user has clicked the left mouse button. Move Towards The Mouse Move Towards The Mouse Don't worry too much about what the sprites you make look like, as even a simple white square will do, and once you've got everything ready you can start working on the examples listed below. Note that we won't be explaining things in too much depth here, as we want you to get started making stuff as quickly as possible, so we encourage you to explore any links as you go along and to use the "search" function of the manual to look for additional information on anything you aren't sure about.īefore going any further, you might want to make a new project (either GML or GML Visual) from the Start Page, and add (or create) a few sprites as well as an object or two - as we'll be giving you some code that you can test using these - and make sure that the project has a room to place instances in. All the examples are given using GML Visual as well as the GML Code, so you can use whichever you feel more comfortable with. so in this section we'll be giving you some examples of movement for your objects, as well as some basic control schemes for different types of games. This will allow you to create a wrapping element with any height/width and have the floating element keep within its container's area.The previous section of this Quick Start Guide gave some examples for drawing things to the screen, but just drawing things isn't much good if you can't also move them around. The code on the jsfiddle contains the following: $(document).ready(function() I love the way the object moves in this example that I found searching this website. I'm looking to create something that can move randomly inside of a fixed div container.
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