Key GML Codes For keyboard interaction, the following variables and functions exist: keyboard_lastkey Keycode of last key pressed. See below for keycode constants. You can change it, e.g. Set it to 0 if you handled it. In this tutorial we will make our game playable with joystick Enjoy and Like, Sub, and Share:) Tags: game maker joystick tutorial game maker joystick button. Joystick_check_button(joystick number, button number) – Checks if the given joystick’s given button is currently pressed. For movement controls on joysticks and for further information on all of these events and actions please consult the Game Maker 8 manual. Keyboard_key Keycode of current key pressed (see below; 0 if none). Keyboard_lastchar Last character pressed (as string). Keyboard_string String containing the last at most 1024 characters typed. This string will only contain the printable characters typed. It also correctly responds to pressing the backspace key by erasing the last character. Sometimes it is useful to map one key to another. For example you might want to allow the player to use both the arrow keys and the numpad keys. Rather than duplicating the actions you can map the numpad keys to the arrow keys. Also you might want to implement a mechanism in which the player can set the keys to use. For this the following functions are available: keyboard_set_map(key1,key2) Maps the key with keycode key1 to key2. Keyboard_get_map(key) Returns the current mapping for key. Rom warriors orochi 3 psp compres. All Consoles • 3DO • Atari 2600 • Atari 5200 • Atari 7800 • Atari Jaguar • Atari Lynx • Coleco Colecovision • Dreamcast • Game Gear • Gameboy / Color • Gameboy Advance • GameCube • GCE Vectrex • MAME • Mattel Intellivision • Memotech MTX512 • MGT Sam Coupe • MSX1 • MSX2 • Neo Geo • Neo Geo CD • Neo Geo Pocket • Nintendo • Nintendo 64 • Nintendo DS • PC-Engine • PlayStation • PlayStation 2 • PSP • Sega CD • Sega Genesis • Sega Master System • Sega Saturn • Super Nintendo • TurboGrafx-16 • WonderSwan / Color Search. Keyboard_unset_map() Resets all keys to map to themselves. To check whether a particular key or mouse button is pressed you can use the following functions. This is in particular useful when multiple keys are pressed simultaneously. Keyboard_check(key) Returns whether the key with the particular keycode is currently down. Keyboard_check_pressed(key) Returns whether the key with the particular keycode was pressed since the last step. Keyboard_check_released(key) Returns whether the key with the particular keycode was released since the last step. Keyboard_check_direct(key) Returns whether the key with the particular keycode is pressed by checking the hardware directly. The result is independent of which application has focus. It allows for a few more checks. In particular you can use keycodes vk_lshift, vk_lcontrol, vk_lalt, vk_rshift, vk_rcontrol and vk_ralt to check whether the left or right shift, control or alt key is pressed. The following routines can be used to manipulate the keyboard state: keyboard_get_numlock() Returns whether the numlock is set. Keyboard_set_numlock(on) Sets (true) or unsets (false) the numlock. Keyboard_key_press(key) Simulates a press of the key with the indicated keycode. Keyboard_key_release(key) Simulates a release of the key with the indicated keycode. Joystick GML Codes There are some events associated with joysticks. But to have full control over the joysticks there is a whole set of functions to deal with joysticks. Game Maker supports up to two joysticks. So all of these functions take a joystick id as argument. Joystick_exists(id) Returns whether joystick id (1 or 2) exists. Joystick_name(id) Returns the name of the joystick joystick_axes(id) Returns the number of axes of the joystick. Joystick_buttons(id) Returns the number of buttons of the joystick. Joystick_has_pov(id) Returns whether the joystick has point-of-view capabilities. Joystick_direction(id) Returns the keycode (vk_numpad1 to vk_numpad9) corresponding to the direction of joystick id (1 or 2). Joystick_check_button(id,numb) Returns whether the joystick button is pressed (numb in the range 1-32). Joystick_xpos(id) Returns the position (-1 to 1) of the x-axis of joystick id. ![]() Joystick_ypos(id) Returns the joysticks y-position. Joystick_zpos(id) Returns the joysticks z-position (if it has a z-axis). Joystick_rpos(id) Returns the joysticks rudder position (or fourth axis). Joystick_upos(id) Returns the joysticks u-position (or fifth axis). Joystick_vpos(id) Returns the joysticks v-position (or sixth axis). Joystick_pov(id) Returns the joysticks point-of view position. This is an angle between 0 and 360 degrees. 0 is forwards, 90 to the right, 180 backwards and 270 to the left. When no point-of-view direction is pressed by the user -1 is returned. Hope this helps.
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