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With GameMaker Studio 2.3 update out for a bit now and 2.3.1 beta but released, it seems like a great time for a blog post going over the numerous syntactic additions.
This covers the syntax itself, how it works, and what you tin can do with it.
Likewise included is a listing of breaking changes and how to get effectually them.
Chained accessors
GameMaker has long allowed for a handful of "accessor" shorthands,
// normal array operations: val = an_array [ index ] ; an_array [ index ] = val ; // non-copy-on-write operations: an_array [ @ index ] = val ; // aforementioned as array_set(an_array, index, val) // ds_map: val = a_map [ ? central ] ; // same as val = ds_map_find_value(a_map, key) a_map [ ? key ] = val ; // aforementioned equally ds_map_set(a_map, primal, val) // ds_list: val = a_list [ | index ] ; // same as val = ds_list_find_value(a_list, index) a_list [ | index ] = val ; // same as ds_list_set(a_list, index, val) // ds_grid: val = a_grid [ # 10 , y ] ; // same as val = ds_grid_get(a_grid, 10, y) a_grid [ # x , y ] = val ; // same as ds_grid_set(a_grid, ten, y, val)
The update expands on these slightly, assuasive to chain the together - so you can now also exercise
list_of_maps [ | i ] [ ? "hi" ] = "hi" ;
instead of
ds_map_set ( ds_list_find_value ( list_of_maps , i ) , "hi" , "howdy" ) ;
This proves handy for nested data structures and multi-dimensional arrays.
Array changes
Related to to a higher place, 2d arrays are at present just nested 1d arrays, and you can create arrays with higher dimension count easier.
array_1d [ 0 ] = "hi!" ; // no alter array_2d [ 1 ] [ 0 ] = "howdy!" ; // previously array_2d[0, 0] = "hi!" array_3d [ ii ] [ 1 ] [ 0 ] = "hello!" ; // new! // ...and then on
Yous can as well utilize the legacy array[index1, index2] syntax.
Structs
Structs are like instances, just without whatsoever events or congenital-in variables. Very lightweight.
You can create an empty struct by using {}:
var q = { } ; show_debug_message ( q ) ; // { } q . how-do-you-do = "hello!" ; show_debug_message ( q ) ; // { hi : "hello!" } q . one = 1 ; show_debug_message ( q ) ; // { hello : "hello!", one: 1 }
you can also pre-populate some fields by specifying name: value pairs:
var q = { a : 1 , b : 2 } ; show_debug_message ( q ) ; // { b : ii, a : 1 } q . c = 3 ; show_debug_message ( q ) ; // { c : 3, b : 2, a : i }
similar to arrays, structs are managed by GameMaker automatically, meaning that yous practice not have to explicitly destroy them like you would with instances.
Structs can be used in most places where instances were - for example, you lot can do with (a_struct), although you cannot iterate over every "instance" of a struct this way - you'll desire to add together them to an assortment/list for that.
Structs as maps
Like to instances, structs accept variable_struct_* functions for dynamically managing their variables. This allows to use structs equally a garbage-collected alternative to ds_mapsouth:
var q = { a : 1 } ; variable_struct_set ( q , "b" , 2 ) ; variable_struct_set ( q , "$" , "dollar" ) ; show_debug_message ( q ) ; // { $ : "dollar", a : 1, b : 2 } show_debug_message ( q . b ) ; // 2 show_debug_message ( variable_struct_get ( q , "a" ) ) ; // 1 show_debug_message ( variable_struct_get ( q , "$" ) ) ; // dollar
two.3.i further expands on this by adding a struct[$key] accessor for convenience:
var q = { a : i } ; q [ $ "b" ] = 2 ; // same as variable_struct_set(q, "b", 2) var v = q [ $ "b" ] ; // same every bit variable_struct_get(q, "b")
combined with arrays, this allows most data structures to exist replicated without the demand to explicitly destroy them.
A few notes:
- Direct (a.b) reads/writes are faster than using variable_struct_* functions and tin can be utilized for cases where you are certain that a struct has a variable. Otherwise variable_struct_* functions accept very similar performance to ds_map.
- Unlike ds_map, which takes just about anything for keys, struct variable names are strings, so variable_struct_set(q, 4, "four") is the same every bit variable_struct_set(q, "4", "four").
Structs for JSON
two.3.1 adds json_stringify and json_parse functions, which are much alike the existing json_encode and json_decode, but work with structs and arrays instead of maps and lists.
So now you can practice
var o = { a_number : 4.v , a_string : "hi!" , an_array : [ ane , 2 , iii ] , a_struct : { 10 : 1 , y : 2 } } ; show_debug_message ( json_stringify ( o ) ) ;
and this would print
{ "a_string" : "hi!" , "an_array" : [ 1 , ii , three ] , "a_struct" : { "x" : 1 , "y" : two } , "a_number" : iv.5 }
and passing that string to json_parse would requite y'all your nested struct back.
Functions
Previously, each script resource would comprise a single snippet of code to be ran when it is called.
/// array_find_index(array, value) /// @param array /// @param value var _arr = argument0 ; var _val = argument1 ; var _len = array_length_1d ( _arr ) ; for ( var _ind = 0 ; _ind < _len ; _ind ++ ) { if ( _arr [ _ind ] == _val ) return _ind ; } return - 1 ;
merely now, things are different - yous can have multiple independent snippets inside the same script resource, told apart through use of function <proper noun>() {<code>} syntax:
/// @param array /// @param value role array_find_index ( ) { var _arr = argument0 ; var _val = argument1 ; var _len = array_length_1d ( _arr ) ; for ( var _ind = 0 ; _ind < _len ; _ind ++ ) { if ( _arr [ _ind ] == _val ) return _ind ; } return - i ; } /// @param array /// @param value part array_push ( ) { var _arr = argument0 ; var _val = argument1 ; _arr [ @ array_length ( _arr ) ] = _val ; }
This works as following:
- function name(){} inside a script becomes a global part, which is equivalent to how this worked pre-two.three
function name ( ) { // lawmaking here }
- role() {} can exist used every bit an expression, allowing yous to do
explode = role( ) { instance_create_layer ( x , y , layer , obj_explosion ) ; instance_destroy ( ) ; }
in a Create result or even use it every bit an statement inside function calls!
layer_script_begin ( "MyLayer" , office( ) { shader_set ( sh_brightness ) ; shader_set_uniform_f ( shader_get_uniform ( sh_brightness , "u_bright" ) , 1 ) ; } ) ; layer_script_end ( "MyLayer" , function( ) { shader_reset ( ) ; } ) ;
- function name(){} inside another role or outside of scripts is equivalent of
self . proper noun = function( ) { } ;
and tin be used for convenience.
- Whatsoever other code within scripts just exterior functions will exist ran on game commencement; getting/setting variables will work every bit if you are doing global.variable:
show_debug_message ( "Hello!" ) ; // shows before any instances are created variable = "hello!" ; // sets global.variable // ...function definitions
allowing information technology to exist used for whatever initial setup.
Exercise note, all the same, that this runs earlier even entering the first room, so, if you want to spawn instances, yous'll want to utilize room_instance_add.
Every bit a pleasant bonus, you tin now call functions stored in variables without script_execute!
function scr_hello ( ) { show_debug_message ( "Howdy, " + argument0 + "!" ) ; } /// ... var hullo = scr_hello ; script_execute ( hi , "yous" ) ; how-do-you-do ( "you lot" ) ; // new! Same effect as in a higher place
Now, onwards to fifty-fifty more interesting additions:
Named arguments
Introduction of function syntax also brings some other wonderful addition - named arguments!
Previously yous would practise either
function array_push ( ) { var _arr = argument0 , _val = argument1 ; _arr [ @ array_length ( _arr ) ] = _val ; }
or
role array_push ( ) { var _arr = statement [ 0 ] , _val = statement [ 1 ] ; _arr [ @ array_length ( _arr ) ] = _val ; }
but now yous tin can do just
function array_push ( _arr , _val ) { _arr [ @ array_length ( _arr ) ] = _val ; }
This makes optional arguments easier too - any named arguments not provided to the script will exist set to
undefined, meaning that you tin can do:
function array_clear ( _arr , _val ) { if ( _val == undefined ) _val = 0 ; // previously: var _val = argument_count > 1 ? argument[one] : 0; var _len = array_length ( _arr ) ; for ( var _ind = 0 ; _ind < _len ; _ind ++ ) _arr [ @ _ind ] = _val ; return _arr ; }
do annotation, nevertheless note that argument_count for scripts with named arguments will not be less
Static variables
These resemble local static variables in C++.
That is, a static variable is persistent, merely only visible inside the function that it was declared in.
This is skillful for any cases where you demand office-specific state:
office create_uid ( ) { static next = 0 ; render next ++ ; } office scr_hello ( ) { show_debug_message ( create_uid ( ) ) ; // 0 show_debug_message ( create_uid ( ) ) ; // 1 show_debug_message ( create_uid ( ) ) ; // ii }
Static variables are initialized when the execution start reaches them:
function scr_hello ( ) { // show_debug_message(some); // fault - not defined static some = "OK!" ; show_debug_message ( some ) ; // "OK!"" }
As upshot, your static variables would usually reside at the beginning of their respective office.
Methods/part bounden
This feature is by most ways identical to Function.bind in ECMAScript-based languages.
A part can be "jump" to something, which will change self to that value inside that function telephone call, pushing original cocky to other (just like with statement does).
This means that if you had
// obj_some, Create consequence function locate ( ) { show_debug_message ( "I'm at " + cord ( 10 ) + ", " + string ( y ) + "!" ) ; }
, you could do both
var inst = instance_create_depth ( 100 , 200 , 0 , obj_some ) ; inst . locate ( ) ; // 100, 200 var fn = inst . locate ; fn ( ) ; // besides 100, 200!
as the office reference y'all got is jump to that instance.
A function can be bound to a struct, an instance ID, or nothing at all (undefined).
Functions that are non bound to anything will preserve self/other like scripts did in <two.3.
Withal, if a role is not spring to annihilation, but y'all are calling it as some.myFunc, it will be treated as if it'south jump to some.
Automatic binding works as following:
- role name(){} in scripts binds to nothing, maintaining backwards compatibility with <2.3.
- function proper noun(){} in events binds to self, making for simpler instance method definitions.
(that is, you lot can simply take series of office definitions in Create event) - static name = function(){} besides binds to nothing, which is good as you lot wouldn't want static functions to bind to the first instance that the parent role is called with.
- Any other uses of name = function(){} bind to self.
Functions can be [re-]spring using the method built-in role. A function that has been bound to something is formally chosen a "method" (hence the built-in role name).
Overall, this is not only handy for instance/struct-specific functions, but also "creating" functions that are bound to some custom context - for example, you could make a function that returns you a office that generates incremental IDs (like the one shown earlier for static), and have the IDs be independent for each such returned office.
part create_uid_factory ( ) { var _self = { adjacent : 0 } ; var _func = function( ) { return self . next ++ ; } ; return method( _self , _func ) ; } // var create_entity_uid = create_uid_factory ( ) ; var create_network_uid = create_uid_factory ( ) ; repeat ( three ) show_debug_message ( create_entity_uid ( ) ) ; // 0, ane, two show_debug_message ( create_network_uid ( ) ) ; // 0
Function calls
Since functions can now be stored wherever, you are also allowed to call them from wherever:
scr_greet ( "hi!" ) ; // just like before other . explode ( ) ; // works! init_scripts [ i ] ( ) ; // also works! method( other , scr_some ) ( ) ; // executes `scr_some` for `other` without using `with`
Built-in function referencing
You can at present do
var f = show_debug_message ; f ( "hello!" ) ;
and you tin automatically index congenital-in functions,
var functions = { } ; for ( var i = 0 ; i < 10000 ; i ++ ) { var name = script_get_name ( i ) ; if ( string_char_at ( name , 1 ) == "<" ) break ; functions [ $ name ] = method( undefined , i ) ; show_debug_message ( cord ( i ) + ": " + name ) ; } // `functions` now contains name->method pairs
which would print
0 : camera_create one : camera_create_view ii : camera_destroy . . . 2862 : layer_sequence_get_speedscale 2863 : layer_sequence_get_length 2864 : sequence_instance_exists
Indexing can be very handy for debugging and scripting tools - for example, GMLive now uses this machinery instead of having a massive file full of scripts wrapping every single known born function.
Constructors
A constructor is a function marked with a constructor suffix-keyword:
role Vector2 ( _x , _y ) constructor { 10 = _x ; y = _y ; }
which enables you to do
var five = new Vector2 ( four , 5 ) ; show_debug_message ( five . x ) ; // 4 show_debug_message ( 5 ) ; // { x: 4, y: five }
In short, new keyword automates creating an empty structure, calling the constructor role for information technology, and and so returning information technology. Just similar classes in other programming languages! But there'southward more than:
Static variables
GameMaker volition treat static variables inside the constructor as existing in struct instances created from information technology, provided that the struct instance did not override the variable.
This is similar to how Variable Definitions piece of work for objects, or how prototypes work in other programming languages (such as JavaScript prototypes or Lua's metatables).
This tin exist used for default values (which y'all can then overwrite), but, almost importantly, to add methods to structs without really storing them in each struct instance:
function Vector2 ( _x , _y ) constructor { x = _x ; y = _y ; static add together = function( 5 ) { x += 5 . x ; y += five . y ; } } // ... and and so var a = new Vector2 ( i , 2 ) ; var b = new Vector2 ( 3 , 4 ) ; a . add ( b ) ; show_debug_message ( a ) ; // { x : 4, y : vi }
Notation: if you lot wanted to override a static variable right in the constructor itself (rather than inside a function in it), you would need to use cocky.variable to distinguish between the static variable and new struct's variable:
function Entity ( ) constructor { static uid = 0 ; self . uid = uid ++ ; }
(which would give each entity a unique ID)
Inheritance
A constructor may inherit from some other constructor using : Parent(<arguments>) syntax:
function Element ( _x , _y ) constructor { static step = function( ) { } ; static describe = function( _x , _y ) { } ; ten = _x ; y = _y ; } function Label ( _x , _y , _text ) : Element ( _x , _y ) constructor { static draw = part( _ofs_x , _ofs_y ) { draw_text ( _ofs_x + x , _ofs_y + y , text ) ; } ; text = _text ; }
which will call the parent constructor first and and so the child's.
Static variables defined in child constructor accept precedence over those divers in parent constructor, making for a way to override parent fields - and then with above you could practise
var label = new Label ( 100 , 100 , "Hi!" ) ; label . stride ( ) ; // calls parent step part characterization . draw ( 5 , 5 ) ; // calls child draw function
If you do demand the parent method to exist callable, y'all tin can store it prior to overwriting it in child, e.g.
function Label ( _x , _y , _text ) : Element ( _x , _y ) constructor { static __step = pace ; // now references the parent constructor'due south step part static step = part( _ofs_x , _ofs_y ) { __step ( ) ; // calls the parent constructor'due south step role // ... } ; // ... }
Exception treatment
GameMaker functions are generally structured effectually non throwing errors unless it is definitely your fault - so, for instance, trying to open up a text file that doesn't be will return a special index -ane, but trying to read from an invalid index volition throw an error.
However, it can be handy to write code that is allowed to fail without inserting safety checks on every pace of the process. And now you can! This works every bit following:
try { // (code that might raise an fault) var a = 1 , b = 0 ; a = a div b ; // causes "segmentation past cypher" error show_debug_message ( "this line will non execute" ) ; } catch ( an_exception ) { // exercise something (or nothing) with the fault information that is // now stored in the local variable an_exception show_debug_message ( an_exception ) ; }
"built-in" errors are structs with a few variables:
- message: A string with a brusque description of the error.
For example, if you tried to do integer division by zip, information technology would be "DoRem :: Dissever past zero". - longMessage: A string with a longer description of the fault and callstack.
This is what would appear in the built-in error popup if you were to non handle the error. - stacktrace: An array of strings indicating the telephone call stack - a chain of office namess that led up to the problematic spot. When running from IDE or using YYC, line numbers will be included afterward each office name (e.g. gml_Script_scr_hello (line 5)).
- script: (technical) proper name of the script/function that the error originated in.
This is non likewise different from grabbing the starting time item in stacktrace.
You may too throw your own exceptions - either via calling show_error with error text:
try { show_error ( "hey" , simulated ) ; } catch ( e ) { show_debug_message ( e . bulletin ) ; // "hey" }
or by using the throw keyword (which allows capricious values to be "thrown"):
try { throw { message : "hey" , longMessage : "no long messages today" , stacktrace : debug_get_callstack ( ) } } catch ( eastward ) { show_debug_message ( eastward ) ; // prints the above struct }
Try-grab blocks tin can be nested in the same or beyond different scripts.
When that happens, the nearest catch-block will be triggered.
If you exercise not want to handle an exception, you can "re-throw" it:
try { endeavor { return ten / a_missing_variable ; } catch ( e ) { if ( string_pos ( "DoRem" , due east . message ) != 0 ) { show_debug_message ( "Defenseless `" + eastward . message + "` in inner catch!" ) ; } else { throw e ; } } } take hold of ( e ) { show_debug_message ( "Caught `" + e . message + "` in outer catch!" ) ; }
If an exception goes uncaught, yous go the familiar error popup window. Unless...
exception_unhandled_handler
In what can be considered the terminal line of defense, GameMaker now also offers the ability to provide a function that will be called when an exception was left uncaught and your game is most to shut. This overrides the default fault popup window.
exception_unhandled_handler(function( e ) { show_message ( "Trouble!\n" + string ( e . longMessage ) ) ; } ) ; show_error ( "hey" , true ) ;
As documentation notes, there isn't much yous can practise at this betoken, but you lot tin save error text (along with any context that might bear witness useful) to a file so that you tin load it on game beginning and offering the user to send a study.
Smaller additions
Mostly convenience functions,
Cord functions
string_pos_ext, string_last_pos, and string_last_pos_ext have been added to deal with searching for substrings from an get-go and/or from the end of the string, which are great for parsing information - eastward.g. run across my older "carve up string on delimiter" post.
Array functions
A scattering of array functions have been added for dealing with arrays:
- array_resize(array, newsize)
Perhaps the most prized addition - this resizes an array to new size, either adding zeroes to the end of an array or removing elements to encounter the size.var arr = [ i , 2 , iii ] ; array_resize ( arr , v ) ; show_debug_message ( arr ) ; // [1, two, 3, 0, 0] array_resize ( arr , 2 ) ; show_debug_message ( arr ) ; // [i, 2]
Enables various other utility functions to exist made.
- array_push(assortment, ...values)
Adds one or more than values to the end of an array.var arr = [ 1 , 2 , three ] ; array_push ( arr , iv ) ; show_debug_message ( arr ) ; // [1, 2, three, 4] array_push ( arr , 5 , half-dozen ) ; show_debug_message ( arr ) ; // [1, 2, 3, iv, five, 6]
- array_insert(array, index, ...values)
Inserts i or more values at an beginning in an array.var arr = [ one , 2 , iii ] ; array_insert ( arr , 1 , "hi!" ) ; show_debug_message ( arr ) ; // [1, "hullo!", 2, 3]
- array_pop(array)➜value
Removes the last chemical element from an assortment and returns it.var arr = [ one , two , 3 ] ; show_debug_message ( array_pop ( arr ) ) ; // 3 show_debug_message ( arr ) ; // [1, ii]
- array_delete(array, index, count)
Removes element(s) at an offset in an assortmentvar arr = [ i , 2 , iii , 4 ] ; array_delete ( arr , 1 , 2 ) ; show_debug_message ( arr ) ; // [1, four]
- array_sort(array, sorttype_or_function)
Sorts an array either ascending/descending (just like ds_list_sort),var arr = [ five , iii , ane , 2 , 4 ] ; array_sort ( arr , true ) ; show_debug_message ( arr ) ; // [1, ii, 3, 4, 5]
or by passing each element through the provided "comparator" function
var strings = [ "plenty" , "1" , "three" , "two" ] ; array_sort ( strings , function( a , b ) { return string_length ( a ) - string_length ( b ) ; } ) ; show_debug_message ( strings ) ; // [ "1","two","3","plenty" ]
script_execute_ext
Y'all know how executing a function with arbitrary statement count usually entails having a little switch-block on argument count doing script_execute in each case? Now information technology doesn't.
var arr = [ 1 , 2 , three , iv ] ; var test = office( ) { var r = "" ; for ( var i = 0 ; i < argument_count ; i ++ ) { if ( i > 0 ) r += ", " ; r += string ( statement [ i ] ) ; } show_debug_message ( r ) ; } script_execute_ext( test , arr ) ; // `1, ii, three, 4` - entire array script_execute_ext( exam , arr , 1 ) ; // `ii, 3, 4` - starting at offset script_execute_ext( test , arr , 1 , ii ) ; // `2, three` - offset and count
Data structure checks
Four functions have been added for checking whether ds_list and ds_map items are maps/lists:
ds_list_is_map ( id , index ) ds_list_is_list ( id , index ) ds_map_is_map ( id , fundamental ) ds_map_is_list ( id , fundamental )
This allows to verify that what you are accessing (especially for json_decode output) is indeed a map/list and partially addresses the issues that I made an extension and a weblog mail for.
ds_map functions
Two functions have been added for enumerating map keys/values:
ds_map_values_to_array ( id , ? array ) ds_map_keys_to_array ( id , ? assortment )
These can be handy for iterating large maps, particularly if you desire to alter them while doing and so (which is where ds_map_find_* functions have undefined behaviour).
Blazon checking functions
is_struct, is_method have been added for checking whether a value is a struct or a jump office accordingly, but there'due south an extra - is_numeric will cheque whether a value is any of numeric types (existent, int32, int64, bool).
Breaking changes
A few things to picket out for:
second assortment functions
Since second array functions are at present deprecated, they interpret as following:
- array_length_1d(arr) ➜ array_length(arr)
- array_height_2d(arr) ➜ array_length(arr)
- array_length_2d(arr, ind) ➜ array_length(arr[ind])
The implication here is that array_height_2d does not care most whether your assortment is truly second (has sub-arrays within) and therefore will return unexpected values when used on 1d arrays - east.g. array_height_2d([ane, ii, 3]) is 3.
You can get around this via
function array_height_2d_fixed ( arr ) { var n = array_length ( arr ) ; if ( due north == 0 ) return 0 ; // empty / not an array for ( var i = 0 ; i < northward ; i ++ ) if ( is_array ( arr [ i ] ) ) return n ; return 1 ; // no arrays within }
(which volition but return >ane if the array contains sub-arrays)
Simply this volition however take fake positives with 1d arrays containing 1d arrays, because that's what 2d arrays are now.
Default render value
Previously script/function calls would return 0 if the script/function didn't return annihilation.
They now return undefined.
This is mostly a good change since GameMaker even so uses numeric IDs in enough of places (forgetting to render a value could cease in you lot using a valid merely unrelated structure with alphabetize 0), but may break old lawmaking that just really worked through chance (related reading).
In 2.3.one, some built-in functions were similarly inverse to return undefined if they are not supposed to return anything (previously also 0).
self/other values
In GameMaker ≤ 8.1, doing
show_debug_message ( self ) ; show_debug_message ( other ) ;
would show -1 and -two respectively, which were treated every bit a special case in well-nigh functions.
This was changed sometime in GMS1 to be equivalent to self.id and other.id.
This had at present been inverse over again and cocky/other at present requite you example "structs" - so
howdy = "howdy!" ; show_debug_message ( cocky ) ;
would now testify { hullo : "howdy!" }. This has a few implications:
- self-struct is not equal to self.id, so old code relying on that will break. (uses of self are best replaced past cocky.id for such cases).
- Unlike referencing past ID, with an example-struct you tin work with instance variables fifty-fifty after the instance has been removed from the room via instance_destroy (but tin can notwithstanding check if it'southward in the room using instance_exists)
Prefix-ops as then-branch
Doing
if ( condition ) ++ variable ;
and
if ( condition ) -- variable ;
is no longer immune due to ambivalence created by variety of new syntactic structures, making it hard to tell whether you meant if (status)++ <expr> (post-increase on condition's expression) or if (condition) ++<expr> (pre-increment on then-branch expression).
If yous'd similar a personal have, I would rather forbid equating (variable)++ to variable++ - I don't think I've seen this construct intentionally used in any projects.
Regardless, this is pretty trivial to set upwards.
assortment[$hex]
Since a[$b] is now used for struct accessor (see above), trying to do assortment[$A1] (previously array admission with a Pascal-fashion hexadecimal literal index) volition not work like it did before (instead trying to read key from a variable chosen A1).
Yous would want to modify that to either assortment[ $A1] (a space for clarity) or array[0xA1] (a C-way hexadecimal literal).
image_index
Previously, image_index was immune to overflow image_number, which would loop it back (image_index % image_number) when drawing.
With 2.3, trying to assign image_index past image_number will loop information technology back on assignment, meaning that doing
sprite_index = spr_3_frames ; image_index = 4 ; show_debug_message ( image_index ) ;
would show i rather than 4.
For the near role, this is harmless and fixes a few oddities related to saving ever-greater indexes across game launches, but this does mean that code similar
if ( image_index >= image_number ) { image_index = 0 ; sprite_index = spr_other_sprite ; }
volition no longer trigger and will need to be changed.
buffer_get/set_surface
When importing older projects to 2.3.1, yous'll be seeing the post-obit errors a lot:
incorrect number of arguments for function buffer_get_surface wrong number of arguments for role buffer_set_surface
this is because earlier two.iii.i the functions had the following signatures:
buffer_get_surface ( buffer , surface , style , showtime , modulo ) buffer_set_surface ( buffer , surface , fashion , offset , modulo )
and at present they have the following:
buffer_get_surface ( buffer , surface , offset ) buffer_set_surface ( buffer , surface , offset )
See this post for more on this.
Conclusion & further reading
Rest assured, two.three changes are very exciting and augment the horizons of what can be done in GML. Most notably, a lot of JavaScript code can now be ported to GML hands, as is beingness demonstrated by user-created libraries such as GMLodash.
For details possibly not covered here, you tin bank check out
- Official blog post
- Official guide
- Online 2.iii transmission
- Links to various 2.3 resources
Have fun!
Source: https://yal.cc/gamemaker-2-3-syntax-in-details/
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