gamemaker-expert

📁 leihaht/gamemaker-skills 📅 12 days ago
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npx skills add https://github.com/leihaht/gamemaker-skills --skill gamemaker-expert

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opencode 3
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codex 3
cursor 3
replit 2
antigravity 2

Skill 文档

GameMaker Expert

Overview

This skill provides comprehensive GameMaker Studio 2 and GML (GameMaker Language) expertise for all GameMaker projects. It covers everything from basic object creation to advanced topics like shader programming, networking, and platform-specific development.

When to use this skill:

  • Working with .gml files (GML scripts and events)
  • Creating or modifying .yy files (object definitions, sprite definitions, etc.)
  • Editing .yyp project files
  • Creating GameMaker objects, scripts, or assets
  • Debugging GameMaker compile errors or runtime issues
  • Implementing GameMaker features (drawing, collision, networking, etc.)
  • Optimizing GameMaker performance
  • Any GameMaker Studio 2 development task

Official GameMaker Manual

PRIMARY REFERENCE: Always consult the official GameMaker Manual for comprehensive, up-to-date documentation: https://manual.gamemaker.io/monthly/en/

Key Manual Sections

When to use the official manual:

  • Looking up function signatures and parameters
  • Understanding platform-specific behavior
  • Checking latest syntax changes for your IDE version
  • Detailed explanations of GameMaker features

Additional References

For advanced architectural guidance:

  • Architecture Patterns: references/ARCHITECTURE_PATTERNS.md
    • GameMaker-specific patterns (Service Locator, Command Pattern, Event-Driven Flow)
    • SOLID principles adapted for GML
    • Encapsulation patterns with manager constructors
    • Performance patterns and anti-patterns
  • Manager Constructor Guide: references/MANAGER_CONSTRUCTOR_GUIDE.md
    • Step-by-step guide for creating manager constructors
    • Public API design patterns
    • Reference exposure pattern for backwards compatibility
    • Cleanup responsibilities and testing strategies
  • Built-in Variables: references/BUILT_IN_VARIABLES.md
    • Complete list of GameMaker reserved variables
    • Position, sprites, physics, paths, timelines categories
    • Deprecated globals (health, score, lives)
    • Safe alternatives and validation checklist
  • GML Reference: references/GML_REFERENCE.md
    • Language syntax, operators, data types
  • Common Pitfalls: references/COMMON_PITFALLS.md
    • Frequent mistakes and solutions
  • Quick Reference: references/QUICK_REFERENCE.md
    • Cheat sheet for common patterns

When to use these references:

  • Designing manager constructors for game-wide state
  • Avoiding conflicts with GameMaker built-in variables
  • Implementing encapsulation patterns in GML
  • Understanding __ prefix convention for pseudo-private members
  • Learning SOLID principles in GameMaker context
  • Finding architectural patterns for maintainable code

Core GameMaker Workflows

Object Creation Workflow (CRITICAL)

Creating GameMaker objects requires completing ALL four steps. Missing any step will cause the object to not appear in the IDE or fail to compile.

Step 1: Create Object Directory

objects/objYourObjectName/

Naming Convention:

  • Start with obj prefix
  • Use PascalCase (e.g., objPlayer, objEnemyMelee, objInventoryUI)
  • Descriptive name indicating purpose

Step 2: Create Event Files

Create .gml files for each event your object needs:

Common Events:

Event File Event Type When to Use
Create_0.gml Create Event Initialize variables (ALWAYS include)
Step_0.gml Step Event Update logic every frame
Draw_0.gml Draw Event Render in-world graphics
Draw_64.gml Draw GUI Event Render UI overlays
Destroy_0.gml Destroy Event Cleanup when destroyed
Collision_objX.gml Collision Event Handle collisions

Event Naming Rules:

  • Create: Create_0.gml
  • Step: Step_0.gml
  • Draw: Draw_0.gml
  • Draw GUI: Draw_64.gml (NOT Draw_GUI_0.gml!)
  • Collision: Collision_objTargetName.gml

Example Create_0.gml:

/// objPlayer Create Event
// Initialize player variables

// Movement
move_speed = 4;
direction = 0;

// Stats
health = 100;
max_health = 100;

// State
is_moving = false;

show_debug_message("objPlayer created");

Step 3: Create .yy File (REQUIRED)

File: objects/objYourObjectName/objYourObjectName.yy

Template:

{
  "$GMObject":"",
  "%Name":"objYourObjectName",
  "eventList":[
    {"$GMEvent":"v1","%Name":"","collisionObjectId":null,"eventNum":0,"eventType":0,"isDnD":false,"name":"","resourceType":"GMEvent","resourceVersion":"2.0",},
    {"$GMEvent":"v1","%Name":"","collisionObjectId":null,"eventNum":64,"eventType":8,"isDnD":false,"name":"","resourceType":"GMEvent","resourceVersion":"2.0",},
    {"$GMEvent":"v1","%Name":"","collisionObjectId":null,"eventNum":0,"eventType":3,"isDnD":false,"name":"","resourceType":"GMEvent","resourceVersion":"2.0",},
  ],
  "managed":true,
  "name":"objYourObjectName",
  "overriddenProperties":[],
  "parent":{
    "name":"Objects",
    "path":"folders/Objects.yy",
  },
  "parentObjectId":null,
  "persistent":false,
  "physicsAngularDamping":0.1,
  "physicsDensity":0.5,
  "physicsFriction":0.2,
  "physicsGroup":1,
  "physicsKinematic":false,
  "physicsLinearDamping":0.1,
  "physicsObject":false,
  "physicsRestitution":0.1,
  "physicsSensor":false,
  "physicsShape":1,
  "physicsShapePoints":[],
  "physicsStartAwake":true,
  "properties":[],
  "resourceType":"GMObject",
  "resourceVersion":"2.0",
  "solid":false,
  "spriteId":null,
  "spriteMaskId":null,
  "visible":true,
}

Event Type Numbers:

Event eventType eventNum
Create 0 0
Step 3 0
Draw 8 0
Draw GUI 8 64
Destroy 1 0

Important Fields:

  • %Name and name: Must match object name exactly
  • eventList: Include entry for each .gml file created
  • parentObjectId: Set to parent object resource path if using inheritance (e.g., {"name":"objCreature","path":"objects/objCreature/objCreature.yy"})
  • persistent: Set to true if object should persist across rooms
  • visible: Set to false for controller objects with no sprite

Step 4: Register in Project File (REQUIRED)

File: YourProject.yyp

Location: Find the "resources":[ array

Add Entry (alphabetically sorted):

{"id":{"name":"objYourObjectName","path":"objects/objYourObjectName/objYourObjectName.yy",},},

Example:

"resources":[
  {"id":{"name":"objInventoryUI","path":"objects/objInventoryUI/objInventoryUI.yy",},},
  {"id":{"name":"objPlayer","path":"objects/objPlayer/objPlayer.yy",},},
  {"id":{"name":"objYourObjectName","path":"objects/objYourObjectName/objYourObjectName.yy",},},
]

CRITICAL: Missing this step will cause compile errors like “object not found”.

GML Language Essentials

Variable Scope

// Local variable (function/script scope only)
var _local_var = 100;

// Instance variable (attached to object instance)
instance_var = 50;

// Global variable (accessible everywhere)
global.game_state = "playing";

Best Practice: Start local variable names with underscore _ for clarity.

Data Types

  • Real: Numbers var _x = 100; var _pi = 3.14159;
  • String: Text var _name = "Player";
  • Boolean: True/False var _is_alive = true;
  • Array: var _items = [1, 2, 3]; var _nested = [[1,2], [3,4]];
  • Struct: var _player = { x: 0, y: 0, health: 100 };
  • Undefined: undefined (check with is_undefined())
  • Pointer/ID: References to instances, data structures, assets

Operators

Arithmetic: + - * / div mod Comparison: == != > < >= <= Logical: && || ! ^^ (and, or, not, xor) Bitwise: & | ^ << >> ~ Ternary: condition ? true_value : false_value

CRITICAL – Ternary Operator Chaining:

Chained ternary operators MUST wrap nested conditions in double parentheses:

// ✅ CORRECT
var _result = condition_a ? "foo" : ((condition_b ? "bar" : "baz"));

// ❌ WRONG (will cause compile error in some versions)
var _result = condition_a ? "foo" : condition_b ? "bar" : "baz";

Reference: https://manual.gamemaker.io/beta/en/GameMaker_Language/GML_Overview/Expressions_And_Operators.htm

Control Flow

// If statement
if (condition) {
    // code
} else if (other_condition) {
    // code
} else {
    // code
}

// Switch statement
switch (value) {
    case 1:
        // code
        break;
    case 2:
    case 3:
        // code for 2 or 3
        break;
    default:
        // code
        break;
}

// For loop
for (var _i = 0; _i < 10; _i++) {
    show_debug_message(_i);
}

// While loop
while (condition) {
    // code
}

// Repeat loop
repeat (10) {
    // code
}

// With loop (iterate instances)
with (objEnemy) {
    health -= 10;
}

Data Structures & Memory Management

Structs (Lightweight – Recommended)

// Create struct (no manual cleanup needed!)
var _player = {
    name: "Hero",
    health: 100,
    max_health: 100,
    level: 1
};

// Access properties
show_debug_message(_player.name); // "Hero"
_player.health -= 10;

// Check if property exists
if (variable_struct_exists(_player, "mana")) {
    // property exists
}

// Dynamic property access
var _prop_name = "health";
var _value = _player[$ _prop_name]; // Same as _player.health

When to use: Lightweight data containers, configuration data, simple key-value pairs. Benefits: No manual cleanup required, garbage collected automatically.

ds_list (Dynamic Array)

// Create
var _list = ds_list_create();

// Add items
ds_list_add(_list, "apple", "banana", "cherry");
ds_list_insert(_list, 1, "orange"); // Insert at index

// Access
var _item = _list[| 0]; // "apple"
var _size = ds_list_size(_list);

// Iterate
for (var _i = 0; _i < ds_list_size(_list); _i++) {
    show_debug_message(_list[| _i]);
}

// CRITICAL: Always destroy when done!
ds_list_destroy(_list);

When to use: Large collections, need specific list operations, performance-critical code. CRITICAL: Must manually destroy with ds_list_destroy() or memory leak will occur!

ds_map (Key-Value Pairs)

// Create
var _map = ds_map_create();

// Add items
_map[? "name"] = "Player";
_map[? "health"] = 100;

// Access
var _hp = _map[? "health"]; // 100

// Check if key exists
if (ds_map_exists(_map, "mana")) {
    // key exists
}

// Iterate
var _key = ds_map_find_first(_map);
while (!is_undefined(_key)) {
    show_debug_message(_key + ": " + string(_map[? _key]));
    _key = ds_map_find_next(_map, _key);
}

// CRITICAL: Always destroy when done!
ds_map_destroy(_map);

When to use: Legacy code, need specific map operations, integration with existing ds_map code. CRITICAL: Must manually destroy with ds_map_destroy() or memory leak will occur!

Recommendation: Use structs instead of ds_map when possible – they’re simpler and don’t require manual cleanup.

Memory Leak Prevention

Data structures that MUST be destroyed:

  • ds_list_destroy(_list)
  • ds_map_destroy(_map)
  • ds_grid_destroy(_grid)
  • ds_priority_destroy(_priority)
  • ds_queue_destroy(_queue)
  • ds_stack_destroy(_stack)
  • surface_free(_surface)
  • buffer_delete(_buffer)

Pattern for cleanup in Destroy event:

/// objPlayer Destroy Event
// Clean up data structures

if (ds_exists(inventory_list, ds_type_list)) {
    ds_list_destroy(inventory_list);
}

if (surface_exists(shadow_surface)) {
    surface_free(shadow_surface);
}

File System & Persistence

datafiles/ Folder (Included Files)

CRITICAL LIMITATION: Some GameMaker versions only support root-level files in datafiles/ – NO subdirectories!

✅ CORRECT:
datafiles/config.json
datafiles/items.json
datafiles/level_data.json

❌ WRONG (may not work in all versions):
datafiles/configs/game_config.json
datafiles/data/items/weapons.json

Registration Required: Every file in datafiles/ must be registered in the .yyp project file:

{"$GMIncludedFile":"","%Name":"config.json","CopyToMask":-1,"filePath":"datafiles","name":"config.json","resourceType":"GMIncludedFile","resourceVersion":"2.0",},

JSON Files

// Load JSON from datafiles/
function load_json_file(_filename) {
    if (!file_exists(_filename)) {
        show_debug_message("ERROR: File not found: " + _filename);
        return noone;
    }

    var _file = file_text_open_read(_filename);
    var _json_string = "";
    while (!file_text_eof(_file)) {
        _json_string += file_text_read_string(_file);
        file_text_readln(_file);
    }
    file_text_close(_file);

    return json_parse(_json_string);
}

// Save JSON to working directory
function save_json_file(_filename, _data) {
    var _json_string = json_stringify(_data);
    var _file = file_text_open_write(_filename);
    file_text_write_string(_file, _json_string);
    file_text_close(_file);
}

Save File Locations

// Working directory (platform-dependent save location)
var _save_path = working_directory + "savegame.json";

// Game save ID (unique folder for your game)
// On Windows: %LOCALAPPDATA%/[game_save_id]/
var _save_id = game_save_id;

Event System & Execution Order

Event Execution Order (Per Frame)

  1. Begin Step – Before main logic
  2. Alarm Events – Countdown timers
  3. Keyboard/Mouse Events – Input detection
  4. Step – Main update logic
  5. Collision Events – After movement
  6. End Step – After all logic
  7. Draw – Render in-world graphics
  8. Draw GUI – Render UI overlays
  9. Draw End – Post-processing

Persistent Objects

Set persistent: true in .yy file to survive room transitions.

CRITICAL: When using persistent objects with event handlers, clear handlers when re-entering rooms to avoid duplicate registrations!

// rmGameplay Room Creation Code
// Clear handlers to prevent duplicates
global.input_controller.clear_all_handlers();

// Register handlers fresh
global.input_controller.register_handler("ACTION", function(_cmd) {
    // handle action
});

Drawing & Graphics

Basic Drawing

// Draw sprite
draw_sprite(spr_player, image_index, x, y);
draw_sprite_ext(spr_player, image_index, x, y, scale_x, scale_y, rotation, color, alpha);

// Draw text
draw_text(x, y, "Hello World");
draw_set_font(fnt_arial);
draw_set_color(c_white);
draw_set_halign(fa_center);
draw_set_valign(fa_middle);

// Draw shapes
draw_rectangle(x1, y1, x2, y2, outline);
draw_circle(x, y, radius, outline);
draw_line(x1, y1, x2, y2);

Surfaces (Render Targets)

// Create surface
if (!surface_exists(shadow_surface)) {
    shadow_surface = surface_create(room_width, room_height);
}

// Draw to surface
surface_set_target(shadow_surface);
draw_clear_alpha(c_black, 0);
// ... draw operations ...
surface_reset_target();

// Draw surface to screen
draw_surface(shadow_surface, 0, 0);

// CRITICAL: Free surface when done
if (surface_exists(shadow_surface)) {
    surface_free(shadow_surface);
}

Performance Optimization

Draw Call Optimization

  • Minimize draw calls by batching sprites onto texture pages
  • Use layers for static content (backgrounds, tiles)
  • Cache expensive calculations (don’t recalculate in Draw event)
  • Avoid creating/destroying instances in Draw events

Collision Optimization

  • Use broad-phase distance checks before precise collision
  • Set appropriate collision masks (precise vs bounding box)
  • Use collision layers and groups
  • Consider using instance_position() instead of place_meeting() when you need the instance

Memory Management

  • Always destroy data structures when done
  • Free surfaces when no longer needed
  • Delete buffers after use
  • Clean up in Destroy events

Common Pitfalls & Solutions

See COMMON_PITFALLS.md for comprehensive troubleshooting guide.

Quick Reference

Object Creation Issues:

  • Missing .yy file → Object doesn’t appear in IDE → Create .yy file using template above
  • Missing .yyp registration → Compile error “object not found” → Add entry to .yyp resources array
  • Wrong event name → Event doesn’t trigger → Use exact names (Draw_64.gml, NOT Draw_GUI_0.gml)

Memory Issues:

  • Data structure leaks → Memory usage grows → Always call ds_destroy functions
  • Surface leaks → Memory usage grows → Always call surface_free()
  • Forgotten Destroy event → Resources not cleaned up → Add Destroy event with cleanup code

File System Issues:

  • datafiles/ subdirectory → File not found error → Move files to datafiles/ root level
  • Missing .yyp registration → Included file not found → Register file in .yyp

GML Syntax Issues:

  • Ternary chaining → Compile error → Wrap nested conditions in double parentheses
  • Variable scope → Undefined variable → Check local vs instance vs global scope
  • Array bounds → Index out of range → Check array size before accessing

Advanced Topics

For in-depth coverage of advanced features, see:

Shader Programming (GLSL ES)

When to use shaders:

  • Advanced visual effects (lighting, blur, outline, color grading)
  • Per-pixel operations (custom rendering effects)
  • Performance optimization (GPU-based calculations)

Basic shader workflow:

  1. Create shader asset in IDE
  2. Write vertex shader (.vsh) and fragment shader (.fsh)
  3. Set shader: shader_set(shd_outline);
  4. Pass uniforms: shader_set_uniform_f(u_time, current_time);
  5. Draw sprites/surfaces
  6. Reset shader: shader_reset();

See ADVANCED_TOPICS.md for GLSL ES syntax, examples, and common shader patterns.

Networking & Multiplayer

When to use networking:

  • Multiplayer games (client-server, peer-to-peer)
  • Online leaderboards
  • HTTP API integration
  • Cloud save systems

Async HTTP example:

// Send GET request
var _request_id = http_get("https://api.example.com/data");

// In Async HTTP event
var _id = async_load[? "id"];
if (_id == _request_id) {
    var _status = async_load[? "status"];
    if (_status == 0) {
        var _result = async_load[? "result"];
        var _data = json_parse(_result);
        // Process data
    }
}

See ADVANCED_TOPICS.md for network sockets, buffers, multiplayer architecture, and synchronization patterns.

Platform-Specific Development

Mobile (iOS/Android):

  • Touch input: device_mouse_x_to_gui(), device_mouse_y_to_gui()
  • Virtual buttons: virtual_key_add()
  • Sensors: device_get_tilt_x(), device_get_tilt_y()

Console (PlayStation, Xbox, Nintendo Switch):

  • Gamepad support: gamepad_button_check(), gamepad_axis_value()
  • Platform detection: os_type, os_get_config()

HTML5:

  • Browser integration: clickable_add(), clickable_set_style()
  • JavaScript execution: js_runner_eval()

Desktop (Windows, macOS, Linux):

  • File dialogs: get_open_filename(), get_save_filename()
  • Window control: window_set_fullscreen(), window_set_size()

See ADVANCED_TOPICS.md for detailed platform-specific development guides.

Resources

This skill includes comprehensive reference documentation:

references/

GML_REFERENCE.md (~1500 lines)

  • Complete GML function reference organized by category
  • Drawing, math, strings, instances, rooms, data structures, files, networking, shaders, surfaces, particles, audio
  • Code patterns for common tasks (inventory, state machines, dialogue, save/load, camera systems)
  • Struct vs Object decision guidance
  • Constructor patterns and method variables

ARCHITECTURE_PATTERNS.md (~500 lines)

  • GameMaker-specific architectural patterns (Service Locator, Command Pattern, Event-Driven Flow, Procedural Logic, Data-Driven Design)
  • Why NOT MVC/MVP for game engines (event-driven vs request/response architecture)
  • SOLID principles in GML context (SRP, OCP, LSP, ISP, DIP with code examples)
  • Design principles (DRY, KISS, YAGNI)
  • Performance patterns (hot path optimization, struct vs ds_map, lookup maps)
  • Anti-patterns to avoid (global abuse, deep hierarchies, function redefinition)

COMMON_PITFALLS.md (~800 lines)

  • Object creation issues (missing .yy, missing .yyp registration, wrong event names)
  • File system issues (datafiles/ subdirectories, .yyp registration, paths)
  • GML syntax traps (ternary operators, variable scope, array bounds, undefined access)
  • Memory management (ds_* leaks, surface leaks, buffer leaks, cleanup patterns)
  • Performance issues (draw optimization, collision optimization, instance management)
  • Networking issues (async events, buffer types, timeouts, platform differences)
  • Shader issues (GLSL ES compatibility, uniform naming, texture sampling)

QUICK_REFERENCE.md (~600 lines)

  • Event type/number complete table with execution order
  • Keyboard constants (vk_* constants, ord() usage, key press vs check)
  • Mouse constants (mb_* constants, mouse event types, device_mouse_* functions)
  • Common GML patterns (distance checks, direction calculation, collision checks, random ranges)
  • Color functions (constants, make_color_, color_get_, merge_color)
  • IDE version reference (common versions, features, compatibility notes)

ADVANCED_TOPICS.md (~1000 lines)

  • Shader Programming (GLSL ES syntax, vertex/fragment shader examples, uniforms, multi-pass techniques, debugging)
  • Networking Patterns (client-server architecture, lobby systems, packet structure, latency compensation, buffers)
  • Platform-Specific Development (mobile touch/sensors, console gamepad/achievements, HTML5 browser API, desktop OS interactions)
  • Advanced Graphics (surfaces, lighting systems, normal maps, particles, tilemaps, cameras)
  • Performance Profiling (debug overlay, bottleneck identification, memory profiling, draw call reduction, code profiling)

Remember: This skill provides guidance and reference. Always consult the official GameMaker Manual for the most up-to-date and comprehensive documentation!