Handling input in GameMaker Studio is a fundamental aspect of game development. Here's how you can manage different types of input from the player.
To check if a key is pressed, you can use
key is the key constant (like
vk_left for the left arrow key). For example:
For mouse input, you have functions like
mouse_check_button(button) to check if a mouse button is pressed, where
button is one of the mouse constants (
mb_middle). For instance:
Gamepad input can be checked using
gamepad_button_check(pad, button), where
pad is the index of the gamepad and
button is the button constant (such as
To detect touch input, you might use
device_mouse_check_button(device, button) which works similarly to the mouse input functions but for touch devices.
In all these examples, replace the comments with actual game logic such as movement or interaction code specific to your game.
Input can also be handled within the event system of GameMaker Studio, by using Keyboard, Mouse, or Gamepad events added to objects that then contain the relevant GML code.
Lastly, for more complex input handling, such as key combinations or sequences, you would need to create more sophisticated checks within either the Step event or a custom script to maintain the state of various inputs over time.