Game Maker Glossary
Game Maker Glossary
General Terms
Sprite
A 2D or two dimensional image or animation that is handled separately from the main video
display. This was handled by hardware in the early days to improve game performance. They
were called “sprites” because they “float” above everything else like fairies or sprites :)
Assets
Refers to images, sprites, sound effects, music, etc. used in the presentation of your game.
Aliasing/ Anti-aliasing
Refers to the appearance of images on screen - jaggies or smooth
Instantiate
Establish or to ‘make’. In our case to bring a thing into existence or to make it ‘real’ for the first
time.
Initialize
Setting up the start position. Usually setting all the key values for the game which will be
changed as the game progresses and receives player input. For example, the High Score
variable will be set to the value of 0 (zero) at the beginning of the game until the player scores.
The origin or anchor point is in the upper left hand corner and represents (0, 0).
Loaded images and sprites use the same system to determine their origin point.
Variable: Read/Write
Example: var variableName;
As the name suggests, the value held by a variable can be changed or updated.
A variable can hold either a Alpha or Numeric value meaning a string of text or a number.
var saySomething = “This is a string of letters or text.”;
Camel Case
Assists in legibility in keywords, object or variable names.
For example:
var variablethatmatters = var variableThatMatters
Javascript and Phaser keys (keywords) use this approach to letter case and is the
source of the most common code errors. Always check that you have the correct case
for keys.
Common symbols
( ) Brackets or Round Brackets or Parentheses
{ } Curling Brackets or Braces
[ ] Square Brackets or Brackets
! in front of a statement or value means “if this is false”
= make it equal to (e.g. x = Null means x now holds the value Null);
== is it equal to (compare the values) (e.g. Null == Undefined is true)
=== is it strictly equal to (strict comparison of the values) (e.g. Null === Undefined is
false)
// is one method of commenting out a line and is ignored by the program
/* this is also a method of commenting but be sure to close with * /
“ double quote - this is a string of text ”
‘ single quote - this is a string of text ’
Math - adding and subtracting
if all we want to do is incremented by 1 each time we can write it like this:
count ++;
This last approach will be used a lot in conditional statements and operations.
Debugging
Console.log(); allows us to send messages to the browser console window.
It can simply be text like: console.log(“Hello there”);
Or pass the current value of a variable: console.log(“score = “+ this.score);
Objects & Functions
Data Types
String - Is an Alpha value or letters (non-numbers) and is repreaseted by placing the
string in quotes (either single or double):
Integer - Is a Numeric value or a number (non-letters) and is NOT placed in quotes and
can have math operations applied to them:
Boolean - True or False. The value can only be one or the other:
Another way you can write it is to use the Question Mark (?)
function(value){
this.x = value ? value: 1;// if value is true ? then it equals value: if false let it equal 1
}