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In the Create Event, I want to randomly choose one of those sprites to be the sprite for this instance. I want some visual variety to this enemy, so I’ve created a few different sprites for it. Thus, the perform_events argument in the instance_change() function isn’t adequate for this situation - it’s too all or nothing.įor example, let’s say I have a generic object for an enemy, oEnemy.
#Game maker studio 2 change sprite code#
Some code in the Create Event is initialization code that we may only want to execute one time, to set up the instance when a brand new instance is created, while other code in the Create event is behavioral and we may need to execute whenever an existing instance reverts back into that state again. When we’re dealing with a State Machine comprised of a number of objects, this can become problematic, however. Normally, the Create event is where an object initializes its variables and initiates its default behavior. The instance_change() function takes two arguments: object, the object the instance will turn into, and perform_events, a boolean which controls whether the new object’s Create event will be performed or not.
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Its Event behaviors will change to those defined by the new object type, but its old properties (object variables) will remain the same as before, allowing the instance to retain its variables with their current values. Instance_change() takes the instance and transforms it into a new type of object. When the time is right in the game, we change an instance from one state object to another by using the powerful instance_change() function. This is what is known as a Finite State Machine pattern. In GameMaker, a commonly used technique is to build a system made up of a several objects to represent an entity in your game, such as the player or enemy, in various states, such as idle, dead, shooting, jumping, running, climbing, and so forth.
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