No Revisions Have Been Made To This Page
Can you suggest an edit for this page? Click Here
This section goes over the structure of the manual as well as an introduction to the GML Language and it's syntax.
This section introduces the types of numbers and basic variables in GML and their related functions.
The section covers the various assets involved in GameMaker: Studio and their related functions as well as Handling Input.
This section contains information about 2D Drawing, 3D Drawing, Shaders, Surfaces, and Views.
This section goes further into detail about the GML Language and more advanced functions like Networking, Data Structures, Physics, and more.
This section is a reference to the Platform Specific functions and methods available to you as well as integrating your game with Third Party Applications.
This section contains Debugging, Miscellaneous, and Obsolete function reference.
View :
Original

Community
Revision

Source
Ordinarily, vectors can be used in many situations but sometimes
you want to constrain their value (like when dealing with angles)
which is why we normalise them. This is essentially a
mathematical trick that is used to convert a vector of length
n to a vector of length 1, meaning that the vector
components get normalised to be between 0 and 1. These vectors are
also called unit vectors:
To calculate a normalised vector, we must first have the
original vector components, then use them to get the length of the
vector. We then divide each of the vector components by this length
to get the normalised vector components which form the normalised
vector in which the sum of the squares of all coordinates is equal
to 1. Here's how:
First we take the coordinates of the vector and get the
components:
GML Code Example
vx = (x2  x1) = (7  1) = 6
vy = (y2  y1) = (4  1) = 3
We then use these values to calculate the length of the vector:
GML Code Example
len = sqr(vx^{2} + vy^{2}) = sqr(36 + 9) = sqr(45) = 6.708203932499369
Now, that gives us the exact length of the vector a, so
let's use that to normalise the two vector components vx and
vy:
GML Code Example
vx = (vx/len) = (6 / 6.708203932499369) = 0.8944271909999159
vy = (vy/len) = (3 / 6.708203932499369) = 0.4472135954999579
a = 1
Great! We have now normalised the components of the vector! But of
what practical use is that in the context of GameMaker:
Studio? Okay, let's give you a practical example...
Say you have a game where the player has to shoot at an enemy
and you need to know how much the bullet object has to move along
the x and y axis each step to hit it:
For this you would use the player and enemy coordinates to get
the vector components and the length, then you would normalise them
to get a value between 0 and 1 which you would finally multiply by
the speed you wish the bullet to travel at each step. These final
two values you would then store and add onto the starting x and y
coordinates each step. Sound complicated? It's not, look (values
have been rounded to one decimal place for simplicity):
GML Code Example
px = 100;
py = 425;
ex = 356;
ey = 83;
bullet_speed = 5;
vx = (ex  px) = 256
vy = (ey  py) = 342
len = sqrt(vx^{2} + vy^{2}) = sqrt(65536 + 116964) = 427.2
vx = vx / len = 0.6
vy = vy / len = 0.8
speed_x = vx * bullet_speed = 3
speed_y = vy * bullet_speed = 4
So, to hit the target we need to add 3 to the bullets x coordinate
and 4 to its y coordinate every step.
Can you suggest an edit for this page? Click Here
Does this page need better examples? Be the first to Submit
Is this page unclear or not descriptive enough? Suggest an edit to the page and with enough upvotes your changes will be made.
Do you have a question about this page? Ask it Here
To use this feature sign in with your Reddit account.