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Designing Games with Game Maker - YoYo Games

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indicated section.<br />

ini_section_delete(section) Deletes the indicated section.<br />

Executing programs<br />

<strong>Game</strong> <strong>Maker</strong> also has the possibility to start external programs. There are two functions<br />

available for this: execute_program and execute_ shell. The function execute_program starts<br />

a program, possibly <strong>with</strong> some arguments. It can wait for the program to finish (pausing the<br />

game) or continue the game. The function execute_shell opens a file. This can be any file for<br />

which some association is defined, e.g. an html-file, a word file, etc. Or it can be a program. It<br />

cannot wait for completion so the game will continue.<br />

execute_program(prog,arg,wait) Executes program prog <strong>with</strong><br />

arguments arg. wait indicates whether to wait for finishing.<br />

execute_shell(prog,arg) Executes the program (or file) in the shell.<br />

Both functions will not work if the player sets the secure mode in the preferences. You can<br />

check this using the read-only variable:<br />

secure_mode* Whether the game is running in secure mode.<br />

Data structures<br />

This functionality is only available in the Pro Edition of <strong>Game</strong> <strong>Maker</strong>.<br />

In games you often need to store information. For example you need to store lists of items<br />

that a person carries or you want to store places that still need to be visited. You can use the<br />

arrays for this. But if you want to do more complicated operations, like sorting the data or<br />

searching for a particular item, you need to write large pieces of GML code which can be slow<br />

to execute.<br />

To remedy this, <strong>Game</strong> <strong>Maker</strong> has a number of built-in data structures that can be accessed<br />

through functions. At the moment there are six different types of data structure available:<br />

stacks, queues, lists, maps, priority queues, and grids. Each of these data structures is tuned<br />

for a particular type of use (see below).

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