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Over 1,, projects started with GameMaker every year. Log in and submit your game to Showcase. Join the community. With that done how do we use an array for practical things? Exactly the same as we would use a normal variable, as shown by the following examples:.

Since arrays are numbered consecutively, this means you can loop through them to perform extra actions too, like we did to initialize it:. The above code will add up all the values in our array, draw each of them and draw the total value at the end. Now that we know what a normal array looks like, let's look at a 2D two dimensional array.

As before, each number points to a position within the array, only this time each position has an "a" and "b" coordinate. Think of it as an extra dimension to our container, as it now has height and width whereas the 1D array only has height.

Here is an extended example:. A 2D array needs to be initialised before use, the same as a 1D array, and can hold real numbers, strings and constants, just like any other variable, making them ideal candidates for any game that needs to store large amounts of data in an easily accessible way remember, you can loop through an array easily.

Here is one final example of how this may be used in an actual game Say you want to spawn four different enemies at four different points in your game depending on a random value. Well, we can use a 2D array to do this and save writing out a load of code.

First we should initialize the array we are going to use in the create event of our "controller" object:. We now have the objects to spawn instances of and their corresponding x and y spawn coordinates within the room all stored in our array. This can now be used as follows in another event of the controller object an alarm for example, or a key press event :.

It is also worth noting that the length of each 2D array can be different, so you can have an array with a height of 2, but entry 0 could be 2 in length, entry 1 could be 4 in length and entry 2 could be 3 in length:. Just like normal variables, you can pass arrays through to scripts to be used and then returned to the instance that called the script.

To do this, you simply have to specify the array variable no need for each of the individual entries, nor the [] brackets and the array will be passed by reference into the script. However, should you change any of the array values, the array will be copied into a temporary array just for the script. Note the use of the word temporary here! You are not actually passing the array itself into the script as you would a variable , but instead you are requesting that the script create a copy of this array, which you will change in the script.

This means that you must always return the array from the script if you wish to change any array values. As an example, consider the following code. First we create the array we want to use, and then we pass that array to the script:. Now you would expect the final array to hold the values , , , etc BUT this will not be the case, since we did not return the array from the script, so all we changed was the temporary copy that was created when we passed the array as an argument into the script.

To rectify this we should have formatted the code as follows:. You can also delete an array simply by "re-assigning" the variable that defines it to a single value. This will free up the memory associated with all the entries and values for that array.

For example:. It is also worth noting that you can use the accessor to reference an array from a script and change its values directly, which saves the CPU overhead of having it copied into the script.



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