Book Image

HTML5 Game Development with GameMaker

By : Jason Lee Elliott
Book Image

HTML5 Game Development with GameMaker

By: Jason Lee Elliott

Overview of this book

The introduction of HTML5 has revolutionized the web browser as a legitimate gaming platform with unlimited potential. Making games for the browser has never been simpler, especially with GameMaker Studio. Developers have full control over asset management, built-in systems for physics, particles and path finding. In addition, it offers a rich scripting language and extensions for developers now enabling everyone to create games and monetize them quickly and easily.HTML5 Game Development with GameMaker will show you how to make and release browser based games using practical examples. This book utilizes GameMaker's powerful scripting language allowing you to create your first game in no time. With this guide you will develop a thorough skill set and a coherent understanding of the tools to develop games of increasing complexity, gradually enhancing your coding abilities and taking them to a whole new level. The GameMaker Studio environment allows you to jump right into building browser based games quickly and releasing them online. The chapters focus on core practical elements, such as, artificial intelligence and creating challenging boss battles. This book guides you on how to use advanced features easily and effectively, these include, data structures and demonstrating how to create rigid body physics with simple explanations and visual examples. By the end of this book you will have an in-depth knowledge of developing and publishing online social browser based games with GameMaker.
Table of Contents (16 chapters)
HTML5 Game Development with GameMaker
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Understanding the physics engine


When building a physics-based game, it requires a different way of thinking about how you go about creating things. So far, we have focused on applying movement to an instance by either teleporting it via the X/Y coordinates, or by changing the speed, vspeed, and hspeed variables. When we use the physics engine, these properties are ignored. Instead, the system itself deals with movement by applying a force onto the instance. That instance will react to the force based on its own properties and will act accordingly.

Additionally, the direction of the world coordinates is not the same in physics world. Zero degrees in the GameMaker standard physics world indicates a direction of right, whereas in the Box2D physics world, zero degrees indicates up, as can be seen in the following diagram:

To fully understand how the Box2D physics engine works, we need to take a look at the following four components that it is comprised of:

  • The physics world

  • Fixtures

  • Joints

  • Forces...