Step 6¶
Making the game harder - Overview¶
We are almost towards the end of the tutorial wahoo! In the last chapter we learnt how to make coins for Glod to collect. In this chapter, we will do the opposite. We will make the game more challenging by creating hazards for Glod to avoid! Poor Glod 😢. To do this we will be:
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Drawing a Spiked Canonball image on screen
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Having it move using variables
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Creating a spawning system to randomly spawn Spiked Canonball on screen.
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Creating a collision system to have Glod be able to be damaged
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Reuse code to create more Spiked Canonball by making shards accept arguments.
If you are wondering why the above list sounds familiar ... you are right! We will be using the exact same logic and methods as we used in the previous chapter, to create falling hazards instead. Let's get to it 🔥.
Step 6.1¶
As usual lets start of nice and easy by first downloading the required images and showing one of them on screen.
- Download Spiked CanonBall images here.
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As usual lets load one image first. To keep our code organized, lets create a new initialize-spiked-canonballs defshard
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- Then remember to call your new defshards in your main-wire
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To draw our loaded image, create a UI.Area to draw our new Spiked Canonball.
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Step 6.2¶
Now similar as to what we did with our coin, let's animate it.
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;; Once again to create an animation we follow the same steps as we have done
1. Create an Image array
2. Create the necessary variables, An Index, a Max Index, and a Animation Speed variable.
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;; 3. Create an animation defloop that uses the variables we have just created. This defloop should add 1 to our index every loop. It should also have a conditional statement that ensures that our index does not go above the
index-max
. Lastly the loop should loop every x seconds. X being the Animation Speed.
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- As with all defloops, remember to
Step
it in your main wire
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- Lastly remember to update our Spiked CanonBall
UI.Area
to display the Index'th image in the Image Array.
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Step 6.3¶
Next, would be to make our Spiked CanonBall fall. As in the previous chapter to do this, we
- Create variables that dictate the position of our Spiked Canon Ball
- Change our
UI.Area
:Position tag to use this variable - Change the variable by using velocity and acceleration
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as usualy our first step is to initialize the code variables that we will be using to move our Spiked CanonBall
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Then we replace the value initially placed in the
:Position
tag of ourUI.Area
housing our Spiked CanonBall image with the.spikeball-position-1
variable we have just created.
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Now to make our Image move, we create gravity logic for it. This time however we already have the notion to create more Spiked CanonBalls, hence we will straightaway create a defshard that will accept arguments.
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Lastly remember to call your defshard in your main-wire with the appropriate variables plugged.
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Try running your code now to see if it falls!
Step 6.4¶
Now that our Spiked CanonBall falls, going down the list, the next step is to make sure it loops and randomly spawns in a different location. To do that we simply have to create the same spawning logic.
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First we create our
randomise-spikeball
Logic. Similar to our coin, we basically reset our Spiked CanonBall's Y value back to 0, so it appears at the top of the screen again, but this time at a different randomised X value and have this happen everypausefloat
amount of seconds.
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Then, we plug this defshards into a defloop and fill in the appropriate variables.
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And lastly, call your spikeball-1 Loop in your main-wire
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Step 6.5¶
Now that we have our Spiked CanonBall looping and randomising, the next step is to have it damage Glod. Poor Glod 😢. It will still follow the same logic as our coin, except, instead of gaining points when Glod collides with it, they will lose points instead.
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As usual firstly, we create the variables that we will be using. They are similar to the collision box we used for scoring. This time it will be a collision box for being damaged. Add this to the initialize-game-elements shard.
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Then we create the logic to dictate what happens when our Spiked_Canonball hits our Glod. Remember to call in in main-wire.
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Now that we have our Spiked CanonBall system up we can create as many as we want. And since we already set up our defshards to take in arguments, this time it would be much easier! So let's do that. Let's create more Spiked CanonBalls. And all we have to do is follow these easy steps!
- Create the variables for our new Spiked CanonBalls
- Create new UI.Area to house our new Spiked Canon Balls.
- Add in SpikeBall_Gravity_Logic to ensure it falls
- Add in Randomise_SpikeBall_Logic to ensure it randomises.
- Ensure that Glod get's damaged whenever they are hit.
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Step 1 ! Create the variables
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Step 2 ! Create the UI.Area
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Step 3 ! Add the Gravity logic
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Step 4 ! Add the Randomise logic!
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Step 5 ! Add the collision logic (remember this is in our damaging shard)
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Recap¶
Good job in reaching this far! In this chapter we created falling Spiked Canonballs using the same logic as our coins. In the next chapter we will round off and finish the game by adding a few more elements will be the icing on the cake for our game. Almost there 😀! And see you in the next chapter.