godtore.blogg.se

Tower defence
Tower defence









tower defence

The main goal in these games is to kill incoming enemy creeps and prevent them from reaching a certain spot on the map like the entrance to your base. In addition, the leading enemy sets "lead x" and "lead y" to its x and y position to identify to the towers where the leading clone actually is.Tower defense (TD) is a popular subgenre of real-time strategy games. If an enemy's private progress is greater than the global lead progress, it sets the lead progress to its own, showing that it is in the lead. Every enemy constantly checks if it's progress is greater than the "lead progress" global variable.

tower defence

Make a block called "change y by () and update" that makes the sprite move and increase its progress. Every pixel it moves along the path, its progress increases by 1. When an enemy is generated, it starts with zero progress. Each enemy has its own progress it records. The only private variable above is "progress". There are four variables associated with the leading enemy: Wait until // it must wait for the map to clearĪll the enemy clones have a very simple method of determining which is in the front. Repeat until // generate until blank list item detected The following script generates the enemies constantly and pauses between rounds: Furthermore, each round is separated by a blank list item in each list.

tower defence

For example, if item 1 of "waits" is 4, then the enemy sprite would wait 4 seconds before creating an enemy with the costume # stored in item 1 of "types". Each item in the "waits" list is associated with the corresponding item in the "types" list. The boulder generation is encoded into lists, which is a part of efficient programming. A higher costume makes a stronger enemy with more layers.

  • "types" is a list that tells what costume the enemy begins at when it is generated.
  • "waits" is a list that determines how long the wait is before the next enemy is generated.
  • For the enemy generation, the following script can be placed inside the enemy sprite. When a round begins, the enemies need to be generated. Show // show again so the next round can be begun by clicking the button Wait until // wait until the round finishes Set to // variable that tells if the round is in progress Inside the start button, the following script can be placed: When the game begins, the round should not immediately begin typically there is a start button in which one has time to assemble towers before clicking. This helps with the proper transition in the scripting of the project. In the Costume Pane, organize the costumes of the enemy so they are in sequential order of layers. One enemy sprite can be used for every enemy that will be present when the game runs due to cloning. Show // make sure the button is positioned in a good locationīroadcast (play v) // triggers the game to beginĪssuming the enemies have multiple layers to break down, the enemies have to have multiple costumes. Switch backdrop to (Main Menu v) // sets the Stage's backdrop To program the main menu, simply add the following script to the button: The background can be an image created in the Stage. Along with a button, a menu typically has a background. A simple button like this can be created in the Scratch Paint Editor.











    Tower defence