GameMaker Studio provides robust tools for creating pathfinding behaviors in games. To implement pathfinding, GameMaker uses functions associated with the
mp_grid system, which is part of the Motion Planning functions.
Here's how to implement pathfinding:
Firstly, create an mp_grid that corresponds to the room where your object will be using pathfinding:
Identify solid objects or obstacles and add them to the grid so that the pathfinding algorithm can avoid them:
When you want your object to move from one point to another, you create a path for it:
In this code,
target_y represent the coordinates of the destination. The
path_start function then moves the instance along the created path at a given speed.
Remember to clean up your paths and grids when they are no longer needed to free up memory:
You can call these in the appropriate event, such as the object's destruction event or the room end event.
cell_size depending on the precision you need and the performance cost you're willing to accept.
mp_grid_cell_is_empty to check if a cell in the grid is empty (no collision detected) before adding an instance there.
mp_grid_clear_all and re-add instances to the grid.
This outline provides a basic idea of how to implement pathfinding in GameMaker Studio. For complex games, you may need to delve deeper into the documentation and tailor the pathfinding to fit your specific needs.