Note that you cannot do the following (or any variation): For further information see the section on Expressions And Operators. You can also add or subtract one from a value using ++,. Similarly, you can subtract using -=, multiply using *=, divide using /=, or use bitwise operators using |=, &=, or ^=. NOTE The GameMaker Language will also accept " :=" for assignments, although this is not typically the most common way to do it: Assigning a variable takes the form of:Īn expression can be a simple value but can also be more complicated, so, rather than assigning a value to a variable, one can also add a value to the current value of the variable using +=, for example: The variable is then given a place in memory to store the value or perform operations on it. This basically means that you tell the computer the name you wish to use for the variable and assign it an initial value. Now, In many programming languages you need to create a variable "assignment" before you can use it. So, valid variables are things like fish, foo_bar, num1, or _str, while invalid variables would be 6fish, foo bar, or *num. When forming variables in GML it must have a name that starts with a letter or the underscore symbol "_" and can contain only letters, numbers, and the underscore symbol '_' with a maximum length of 64 symbols. Why do we have it in our language? Well, it's much easier to say to someone "pi" than "three point one four one five nine two six five"! Naming things like this makes life a lot simpler and it also means that should the value of that variable ever change, we don't have to change the number everywhere as the variable name is still the same. it is a variable that everyone knows and it holds the value 3.14159265(etc.). A great "real world" example of a variable is pi □ . So, a variable is something that we can name and use to store a value for later use in one or more operations. Global.str = string_upper("Hello World") Var _id = instance_nearest(x, y, obj_Tree) You can also use variables to hold the values returned from functions, for example: A variable in GML can store many different data types, like a real number (eg: 100, 2.456575, -56 etc.), a string (eg: "Hello world!"), an integer (eg: 1, 556, -7), or a boolean ( true or false), as well as other things: Variables are used to store information in the devices memory for later (or instant) use, and they are given a name so that you can refer to them in runtime and script functions. Like any programming language GML uses variables as the basic unit for most programming operations.
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