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Learning Game Maker Studio:
GAME:IT Learning Game Maker Studio: The Move Tab
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Move Fixed: Use this action to start the instance moving in a particular direction. You can indicate the direction using the buttons with the arrows on it. Use the middle button to stop the motion. Also you need to specify speed of the motion. This speed is in pixels per step. The default value is 8. Preferably don’t use negative speeds. You can specify multiple directions (in which the computer will select at random).
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This is an angle between 0 and 360 degrees.
Move Free: This is a second way to specify motion. Here you can indicate a precise direction. This is an angle between 0 and 360 degrees. 0 means to the right. The direction is counter-clockwise. So for example 90 indicates an upward direction. 90 180 270 If you want random type random (360).
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Move Towards: This action gives a third way to specify motion. You indicate the position and a speed and the instance starts moving with the speed towards the position. Example: If you want a bullet to fly towards the position of a spaceship you can use the position spaceship.x, spaceship.y (programming GML).
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Speed Horizontal: The speed of an instance consists of a horizontal and a vertical part. With this action you can change the horizontal speed. A positive horizontal speed means a motion to the right. A negative one means a motion to the left.
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Speed Vertical In a similar way, with this action you can change the vertical speed of an instance.
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Set Gravity: With this action you can create gravity for this particular object. You specify a direction (angle between 0 and 360 degrees) and a speed and in each step this amount of speed in the given direction is added to the current motion. Example: If you jumped out of a plane, you do not immediately reach 120 mph.—you progressively increase until terminal velocity. Normally, you need a very small speed increment like .01 in a downward direction (270 degrees).
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Reverse Horizontal: With this action you reverse the horizontal motion of the instance. Example: This can be used when the object collides with a vertical wall.
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Reverse Vertical: With this action you reverse the vertical motion of the instance. Example: This can be used when the object collides with a horizontal wall (ceiling).
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Set Friction: Friction slows down the instances when they move.
Somewhat the opposite of Gravity. In each step this amount is subtracted from the speed until the speed becomes 0. Normally you want a very small number here (like 0.01).
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Jump to Position: Using this action you can place the instance in a particular position (in the room). You simply specify the x- and y- coordinate (up to 624*464 standard).
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Jump to Start: This action places the instance back at the position it was created.
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This action moves the instance to a random position in the room.
Jump Random: This action moves the instance to a random position in the room. The snap horizontal and snap vertical choices allow you to limit the number of random possibilities in your room. 64*60 = 80 random pts. 4*4 = a really large #.
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Align to Grid: With this action you can round the position of the instance to a grid. This can be useful to make sure that instances stay on a grid.
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Wrap Screen: With this action you can let an instance wrap around, that is, when it leaves one side of the room it reappears at the other side.
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Move to Contact: With this action you can move the instance in a given direction until a contact position with an object is reached—no bounce. If there already is a collision at the current position the instance is not moved. Otherwise, the instance is placed just before the collision occurs. Example: Platform games- jumping from one platform to another.
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Bounce: The instance bounces back from this object in a natural way.
When you set precise to true-- slanted and curved walls are treated correctly (as if in real life).
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Paths: With these actions you can specify a specific path for the instance to follow. You can designate a particular path that includes multiple directions. Applications might include programming other characters in a maze to follow a predetermined course.
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Set Path: With this action you can assign a object to a created path. Speed is how fast the object goes on the path in pixels. A negative value starts you at the end of your path and positive starts at the beginning. You then pick what happens at the end of the path. You can stop the motion, restart from the beginning, restart from the current position (which is the same when you close the path), or reverse the motion. Last option you can pick is if the path must be seen as absolute. Use absolute when you want the path to only take place at a particular place in the room. Other wise you can use relative which is making the path at where ever the object is located in the room.
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End Path: This action stops the path of objects and other instances.
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Path Position: With this action you can change the position of the object or instance in a path. This must be a value between 0 and 1 (0=beginning, 1=end).
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Path Speed: This action can change the speed of instances on a path. A negative speed will move the instance backwards on the path. Setting the speed to 0 will temporarily stop the motion.
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Steps: This action should be placed in the step event to let the instance take a step towards a particular position. You can specify a position to move to, the speed with which to move, that is, the size of the step, and whether the motion should stop when hitting a solid instance or when hitting any instance.
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Step Towards: This action lets you choose a position and a speed for a instance. The instance will then start moving with this speed towards the position designated. You can also assign an object for this instance to check for while moving. If your instance runs into the object it's assigned to then it will stop moving. If the Relative box is checked, you are saying that the x and y position are relative to the current position of the instance.
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Step Avoiding: This is very similar to the Step Towards action. This action lets the instance not only move towards the specified x and y position at a given speed, but it will also actively try to avoid the specified instances that it encounters on the way. The options to avoid can be either be "solid" or all instances in general. If you check the Relative box, you specify that the x and y position is relative to the current position of the instance.
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