Difference between revisions of "Dodge game"
From WLCS
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* Find an image or draw a shape for a falling object (e.g. spike, bomb, etc.) | * Find an image or draw a shape for a falling object (e.g. spike, bomb, etc.) | ||
* Side-to-side movement | * Side-to-side movement | ||
− | * | + | *# Your player must be restricted to the bottom of the screen |
− | * | + | *# Your player must only be able to move to the left and right |
* Screen-wrapping | * Screen-wrapping | ||
− | * | + | *# When the player goes past the right side of the screen, he/she should appear on the left side of the screen |
− | * | + | *# When the player goes past the left side of the screen, he/she should appear on the right side of the screen |
* Falling objects | * Falling objects | ||
− | * | + | *# Place an object at the top of the screen |
− | * | + | *# The object should fall (move) automatically to the bottom |
− | * | + | *# If an object hits the bottom, then move it back to the top |
− | ** Randomize the x-coordinate when you place objects back at the top | + | *#* Randomize the x-coordinate when you place objects back at the top |
− | * | + | *# As the game progresses, more and more objects will fall from the top (continue reading below) |
* Successful dodge counter | * Successful dodge counter | ||
− | * | + | *# Every time the player successfully dodges a falling object, increase a counter on the screen by one |
− | * | + | *# HINT: A player successfully dodges if the object hits the bottom and you move it back to the top |
− | * | + | *# When the dodge counter hits different ranges, the levels will get harder with more objects. (continue reading below) |
* Increasing difficulty | * Increasing difficulty | ||
− | * | + | *# When the dodge counter starts, only 1 object should be visible |
− | * | + | *# If the counter is greater than 5, then another falling object should start to fall |
− | * | + | *# If the counter is greater than 10, then another falling object should start to fall |
− | * | + | *# Hint: Use the "wait until <>" block |
− | * | + | *# Increase the difficulty progressively as the game plays. You should eventually have at least 8 objects on the screen |
* Collisions | * Collisions | ||
− | * | + | *# If the player collides with a falling object (i.e. if the object hits the player), then the health meter should decrease (see below) |
− | * | + | *# If the player successfully avoids 300 or more falling objects, then there should be a win message |
* Health meter | * Health meter | ||
− | * | + | *# Instead of losing from a single collision, add a health meter to your game. If the player is hit, then your health decreases a little bit |
− | * | + | *# The health meter should be a sprite with multiple costumes (~10 total), and each costume is smaller than the one before |
− | * | + | *# When the player is hit, broadcast a message to the health meter to tell it to change costume |
− | * | + | *# You lose the game when your health hits zero |
'''Advanced Features:''' | '''Advanced Features:''' |
Latest revision as of 08:34, 12 November 2013
Objective:
- Design and implement a game where a player moves side to side on the screen in order to dodge falling objects
Directions:
- Find a sprite image or draw a sprite for your player
- Find an image or draw a shape for a falling object (e.g. spike, bomb, etc.)
- Side-to-side movement
- Your player must be restricted to the bottom of the screen
- Your player must only be able to move to the left and right
- Screen-wrapping
- When the player goes past the right side of the screen, he/she should appear on the left side of the screen
- When the player goes past the left side of the screen, he/she should appear on the right side of the screen
- Falling objects
- Place an object at the top of the screen
- The object should fall (move) automatically to the bottom
- If an object hits the bottom, then move it back to the top
- Randomize the x-coordinate when you place objects back at the top
- As the game progresses, more and more objects will fall from the top (continue reading below)
- Successful dodge counter
- Every time the player successfully dodges a falling object, increase a counter on the screen by one
- HINT: A player successfully dodges if the object hits the bottom and you move it back to the top
- When the dodge counter hits different ranges, the levels will get harder with more objects. (continue reading below)
- Increasing difficulty
- When the dodge counter starts, only 1 object should be visible
- If the counter is greater than 5, then another falling object should start to fall
- If the counter is greater than 10, then another falling object should start to fall
- Hint: Use the "wait until <>" block
- Increase the difficulty progressively as the game plays. You should eventually have at least 8 objects on the screen
- Collisions
- If the player collides with a falling object (i.e. if the object hits the player), then the health meter should decrease (see below)
- If the player successfully avoids 300 or more falling objects, then there should be a win message
- Health meter
- Instead of losing from a single collision, add a health meter to your game. If the player is hit, then your health decreases a little bit
- The health meter should be a sprite with multiple costumes (~10 total), and each costume is smaller than the one before
- When the player is hit, broadcast a message to the health meter to tell it to change costume
- You lose the game when your health hits zero
Advanced Features:
- Lasers - fire back
- Add the ability to fire a laser back at the falling object so that they cancel each other out
- Power-ups - Good items
- Add items that randomly drop that are good for the player (e.g. slows down the falling objects, temporary invincibility, speed boost)