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Level 3 - Monsters

 

The game as it stands now starts looking nice, but is still completely trivial, and hence boring to play. So we need to add some action in the form of monsters

 

 

 

Create three different monsters: one that moves left and right, one that moves up and down, and one that moves in four directions. Each monster should have different images for each way it moves.

 

 

 

 

 

Adding the Monsters

Adding a monster is actually very simple. It is an object that starts moving and changes its direction whenever it hits a wall. When the person hits a monster, it is killed, the level is restarted and the player looses a life. Give the person three lives to start with.

 

First create the monster that moves left and right. It will start moving on create.

 

When a collision occurs it reverses its horizontal direction.

To Change the sprite we check if we are moving left (hspeed < 0) or moving right (hspeed >0)

The second monster works exactly the same way but this time we start moving either up or down, when we hit a wall, we reverse the vertical direction. On the end step we check vspeed and change the image

 

The third monster is slightly more complicated. It starts moving either in a horizontal or in a vertical direction on Create

When it hits a wall it looks whether it can make a left or a right turn. If both fail it reverses its direction. This looks as follows:

 

 

 

To check if the spot in front of monster is empty (If position is collision free)

 

 

 

 

This Part is Optional

Note: If you want to make the direction random try using chance option before each of the movements.

 

 

 

 

 

To Change your subimage

 

 

To avoid problems with monsters being slightly too small, uncheck precise collision checking and modify the mask to set the bounding box to the full image.

 

When the person collides with a monster, we have to make some awful sound, sleep a while, decrease the number of lives by one, and then restart the room. (Note that this order is crucial. Once we restart the room, the further actions are no longer executed.) The controller object, in the "no more lives" event, shows the high-score list, and restarts the game.

 

 

 

 

 

 


Lives and Score

 

Create a scoring sysem and give your character lives (Set this on an object in the intro screen)