In GameMaker, collisions are a fundamental part of many games, allowing you to detect when objects interact with each other. When dealing with new collisions, you typically want to handle two main aspects: collision detection and collision response.
Collision detection is the process by which GameMaker determines that two instances (objects) have intersected or come into contact within the game world. This can be managed using built-in functions or custom code for more complex scenarios.
GameMaker provides several functions for handling collisions:
place_meeting(x, y, obj) : Checks if the instance would collide with an object (
obj) at a given position (
instance_place(x, y, obj) : Returns the instance id of the
obj at the position if a collision would occur, otherwise it returns
collision_rectangle(...) : Checks for a collision within a defined rectangle area.
collision_circle(...) : Checks for a collision within a defined circular area.
collision_point(...) : Checks for a collision at a specific point.
These are just a few examples; there's a variety of collision functions available depending on the shape and type of collision you need.
For more complex shapes or behaviors, you might create your own collision detection system using masks or precise pixel-perfect collision checks.
Once a collision is detected, responding to it appropriately depends on the game mechanics. You may want to bounce off an object, stop movement, take damage, or any number of actions.
Here’s a simple example of changing direction upon collision:
With the introduction of GameMaker Studio 2.3, there have been no revolutionary changes directly to how collisions are handled. However, enhancements such as new GML functionalities and sequence animations can affect how you approach designing and programming collisions.
Handling collisions effectively in GameMaker requires understanding these basic concepts and knowing when to apply the various functions and techniques available within the engine.