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### @activities true | ||
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# Making a Platformer Game Part One | ||
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## Introduction | ||
### Introduction @unplugged | ||
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Welcome to part one of this this tutorial on how to make a platformer game with Arcade MakeCode. | ||
In this tutorial we will cover the basics of how to: | ||
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* Create a Player character | ||
* Move the Player element around the screen | ||
* Create a Game Space using platforms using the tilemap tool | ||
* Add Food to collect using the tilemap tool | ||
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## Introduction Creating your Player Character | ||
### Create your Character @fullscreen | ||
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To create your character. Drag the ``||variables:set mySprite||`` ``||sprites:to IMAGE of kind Player||`` into the ``||loops:on start||`` block. | ||
Click on the blank square and choose a player from the Gallery. What about a duck? | ||
Anything in the ``||loops:on start||`` block runs when the game starts. | ||
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```blocks | ||
let mySprite = sprites.create(img` | ||
. . . . . . . . . . . . . . . . | ||
. . . . . . . . . . . . . . . . | ||
. . . . . . . . . b 5 5 b . . . | ||
. . . . . . b b b b b b . . . . | ||
. . . . . b b 5 5 5 5 5 b . . . | ||
. b b b b b 5 5 5 5 5 5 5 b . . | ||
. b d 5 b 5 5 5 5 5 5 5 5 b . . | ||
. . b 5 5 b 5 d 1 f 5 d 4 f . . | ||
. . b d 5 5 b 1 f f 5 4 4 c . . | ||
b b d b 5 5 5 d f b 4 4 4 4 b . | ||
b d d c d 5 5 b 5 4 4 4 4 4 4 b | ||
c d d d c c b 5 5 5 5 5 5 5 b . | ||
c b d d d d d 5 5 5 5 5 5 5 b . | ||
. c d d d d d d 5 5 5 5 5 d b . | ||
. . c b d d d d d 5 5 5 b b . . | ||
. . . c c c c c c c c b b . . . | ||
`, SpriteKind.Player) | ||
``` | ||
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## Moving your Character | ||
### Move your Character left and right @fullscreen | ||
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Drag ``||controller:moveSprite with buttons||`` under your existing block. | ||
Click on the plus sign at the end of the block. Keep ``||controller:vx||`` as 100 but change the ``||controller:vy||`` setting to 0. | ||
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```blocks | ||
let mySprite = sprites.create(img` | ||
. . . . . . . . . . . . . . . . | ||
. . . . . . . . . . . . . . . . | ||
. . . . . . . . . b 5 5 b . . . | ||
. . . . . . b b b b b b . . . . | ||
. . . . . b b 5 5 5 5 5 b . . . | ||
. b b b b b 5 5 5 5 5 5 5 b . . | ||
. b d 5 b 5 5 5 5 5 5 5 5 b . . | ||
. . b 5 5 b 5 d 1 f 5 d 4 f . . | ||
. . b d 5 5 b 1 f f 5 4 4 c . . | ||
b b d b 5 5 5 d f b 4 4 4 4 b . | ||
b d d c d 5 5 b 5 4 4 4 4 4 4 b | ||
c d d d c c b 5 5 5 5 5 5 5 b . | ||
c b d d d d d 5 5 5 5 5 5 5 b . | ||
. c d d d d d d 5 5 5 5 5 d b . | ||
. . c b d d d d d 5 5 5 b b . . | ||
. . . c c c c c c c c b b . . . | ||
`, SpriteKind.Player) | ||
controller.moveSprite(mySprite, 100, 0) | ||
``` | ||
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### Make our Character Jump @fullscreen | ||
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Let's add a **Jump Event** which listens for the ``||controllers:A button||`` being pressed. | ||
When that happens it will move our character up in the y axis. Up here is a negative value. Drag in the ``||controllers: on A button pressed ||`` | ||
Drag inside that a block ``||sprites:set mySprite x to 0 ||``. Change ``||sprites:x||`` to ``||sprites:vy velocity||`` set it to **-150** | ||
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```blocks | ||
let mySprite: Sprite = null | ||
controller.A.onEvent(ControllerButtonEvent.Pressed, function () { | ||
mySprite.vy = -150 | ||
}) | ||
``` | ||
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## Change the colour of the background | ||
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### Change the colour of the background @fullscreen | ||
Change the colour of your background. Drag in from scene ``||scene:set background color to ||`` after your current blocks and click on the square to choose a colour. | ||
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```block | ||
scene.setBackgroundColor(9) | ||
``` | ||
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## What about Gravity? | ||
### What happens? @fullscreen | ||
When we press ``||controllers:A||`` (which is SPACE on the keyboard) we jump but we don't come back down. | ||
We need gravity! Add another block like ``||sprites:set mySprite x to 0 ||`` to the on start block and change the property to | ||
``||sprites: ay (acceleration y) ||`` and set that to **300** | ||
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```blocks | ||
let mySprite: Sprite = null | ||
mySprite = sprites.create(img` | ||
. . . . . . . . . . . . . . . . | ||
. . . . . . . . . . . . . . . . | ||
. . . . . . . . . b 5 5 b . . . | ||
. . . . . . b b b b b b . . . . | ||
. . . . . b b 5 5 5 5 5 b . . . | ||
. b b b b b 5 5 5 5 5 5 5 b . . | ||
. b d 5 b 5 5 5 5 5 5 5 5 b . . | ||
. . b 5 5 b 5 d 1 f 5 d 4 f . . | ||
. . b d 5 5 b 1 f f 5 4 4 c . . | ||
b b d b 5 5 5 d f b 4 4 4 4 b . | ||
b d d c d 5 5 b 5 4 4 4 4 4 4 b | ||
c d d d c c b 5 5 5 5 5 5 5 b . | ||
c b d d d d d 5 5 5 5 5 5 5 b . | ||
. c d d d d d d 5 5 5 5 5 d b . | ||
. . c b d d d d d 5 5 5 b b . . | ||
. . . c c c c c c c c b b . . . | ||
`, SpriteKind.Player) | ||
controller.moveSprite(mySprite, 100, 0) | ||
mySprite.ay = 300 | ||
``` | ||
## Using Tilemaps | ||
### Create a Floor using a Tilemap @fullscreen | ||
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To make a platformer we are going to need a floor and some platforms. | ||
Drag in the ``||scene:set tilemap to ||`` block into your on start block. | ||
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```blocks | ||
let mySprite: Sprite = null | ||
mySprite = sprites.create(img` | ||
. . . . . . . . . . . . . . . . | ||
. . . . . . . . . . . . . . . . | ||
. . . . . . . . . b 5 5 b . . . | ||
. . . . . . b b b b b b . . . . | ||
. . . . . b b 5 5 5 5 5 b . . . | ||
. b b b b b 5 5 5 5 5 5 5 b . . | ||
. b d 5 b 5 5 5 5 5 5 5 5 b . . | ||
. . b 5 5 b 5 d 1 f 5 d 4 f . . | ||
. . b d 5 5 b 1 f f 5 4 4 c . . | ||
b b d b 5 5 5 d f b 4 4 4 4 b . | ||
b d d c d 5 5 b 5 4 4 4 4 4 4 b | ||
c d d d c c b 5 5 5 5 5 5 5 b . | ||
c b d d d d d 5 5 5 5 5 5 5 b . | ||
. c d d d d d d 5 5 5 5 5 d b . | ||
. . c b d d d d d 5 5 5 b b . . | ||
. . . c c c c c c c c b b . . . | ||
`, SpriteKind.Player) | ||
controller.moveSprite(mySprite, 100, 0) | ||
mySprite.ay = 200 | ||
tiles.setTilemap(tiles.createTilemap( | ||
hex`100008000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000001010101010101010101010101010101`, | ||
img` | ||
. . . . . . . . . . . . . . . . | ||
. . . . . . . . . . . . . . . . | ||
. . . . . . . . . . . . . . . . | ||
. . . . . . . . . . . . . . . . | ||
. . . . . . . . . . . . . . . . | ||
. . . . . . . . . . . . . . . . | ||
. . . . . . . . . . . . . . . . | ||
2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 | ||
`, | ||
[myTiles.tile0,sprites.castle.tileGrass2,myTiles.tile2], | ||
TileScale.Sixteen | ||
)) | ||
``` | ||
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### Create a Floor using a Tilemap 2 @fullscreen | ||
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Click on the square and this opens up the ``||scene:Tilemap||`` editor. | ||
Change the size in the bottom left to **10 x 8** because each tile is 16 pixels square this is the just a bit bigger than the size of the screen. | ||
The whole screen is actually **160px wide by 120px high**. You can do the maths if you want :) | ||
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![Change size to 10 by 8 ](https://raw.githubusercontent.com/mickfuzz/getting-started-making-a-platformer-test1/master/images/tilemap_1.png) | ||
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###Create a Floor using a Tilemap 3 @fullscreen | ||
Create a line of tiles to be a floor. Choose a suitable tile for your floor. Why not the first, default one. Draw a line by clicking tiles at the bottom of the drawing area to create a floor. | ||
Now select the **Wall Drawing tool** and click the same squares. Then click on Done. | ||
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![Create a row of images and walls ](https://raw.githubusercontent.com/mickfuzz/getting-started-making-a-platformer-test1/master/images/makecode-1-2020-02-14-145027.gif) | ||
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### Now draw more platforms @fullscreen | ||
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Now you will fall and come to rest on the floor. Can also jump up. In fact you can jump a lot, **even when you are in the air!** | ||
We'll fix that in a bit. For now **add some more platforms in your tilemap.** | ||
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![Design your platforms ](https://raw.githubusercontent.com/mickfuzz/getting-started-making-a-platformer-test1/master/images/makecode-2.png) | ||
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## Jump only when touching floor | ||
### Jump only when touching floor @fullscreen | ||
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To jump only when touching floor we need to add in an extra ``||logic:logic if||`` block in our Event block. | ||
Drag in a ``||logic:if true then||`` block from the Logic section ``||ControllerButtonEvent: on A button pressed ||``. | ||
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```blocks | ||
let mySprite: Sprite = null | ||
controller.A.onEvent(ControllerButtonEvent.Pressed, function () { | ||
if (true) { | ||
mySprite.vy = -150 | ||
} | ||
}) | ||
``` | ||
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### Jump only when touching floor @fullscreen | ||
Drag in a ``||scene:Scene||`` block ``||scene:is mySprite hitting wall ||`` inside the ``||logic:logic if||`` block. Change the setting to ``||scene:hitting wall bottome||``. | ||
Now the player will only jump when it is touching down on a platform. | ||
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```blocks | ||
let mySprite: Sprite = null | ||
controller.A.onEvent(ControllerButtonEvent.Pressed, function () { | ||
if (mySprite.isHittingTile(CollisionDirection.Bottom)) { | ||
mySprite.vy = -150 | ||
} | ||
``` | ||
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## Add a Goal - Collectable Food | ||
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### Adding Food to our Tilemap @fullscreen | ||
**Now we need a Goal for our Game**. | ||
To add Food for the Player to collect **click on the tilmap image and add in a few yellow squares**. | ||
In the next step we will then turn them into strawberries. | ||
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![Add in Yellow Squares ](https://raw.githubusercontent.com/mickfuzz/getting-started-making-a-platformer-test1/master/images/makecode-yellow-s1-2020-02-16-19.gif) | ||
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### Adding Food: Change Squares to Food @fullscreen | ||
Drag a ``||loops: for element value of list||`` block after your current blocks. | ||
Replace ``||variables:list||`` with ``||scene: array of all locations||`` and choose a yellow block. Inside the ``||for loop||`` add a ``||variables:set strawberry to sprite of kind Food||`` and add a strawberry image from the gallery. | ||
After this add a ``||scene:place on top of ||`` block and set to ``||scene:place strawberry on top of value||`` | ||
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![Convert Yellow Squares ](https://raw.githubusercontent.com/mickfuzz/getting-started-making-a-platformer-test1/master/images/makecode-yellow-s2.gif) | ||
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### Adding Food: Change Squares to Food @fullscreen | ||
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Let's removing the original yellow square which is now behind the strawberry by adding a ``||scene:scene||`` block ``||scene: set blank box at||`` into our loop. | ||
Keep the blank image in the first part of the block but change the second value to ``||variables:value||``. | ||
![blank square](https://github.com/mickfuzz/makecode-platformer-101/blob/master/images/loop_replace_yellow.png?raw=true) | ||
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## Eating Food and Points | ||
### Eating Food and Points @fullscreen | ||
Drag in a ``||sprites:on sprite of kind Player overlaps ||`` block anywhere on your workspace. | ||
Change the second ``||variables:Player||`` variable to ``||variables:Food||``. | ||
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```blocks | ||
sprites.onOverlap(SpriteKind.Player, SpriteKind.Food, function (sprite, otherSprite) { | ||
}) | ||
``` | ||
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### Eating Food and Points 2 @fullscreen | ||
Drag in a ``||sprites:destroy mySprite ||`` block inside the ``||sprites:on sprite of kind Player overlaps ||`` block | ||
Grab the ``||variables:otherSprite||`` variable from the first block onto the ``||variables:mySprite||`` part of the ``||sprites:destroy||`` block | ||
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```blocks | ||
sprites.onOverlap(SpriteKind.Player, SpriteKind.Food, function (sprite, otherSprite) { | ||
otherSprite.destroy() | ||
}) | ||
``` | ||
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### Eating Food and Points 3 @fullscreen | ||
Add an ``||info:Info||`` block ``||info:change score by 1||`` under the ``||sprites:destroy||`` block | ||
Now Your food should disappear when you touch it and you **gain points**. | ||
```blocks | ||
sprites.onOverlap(SpriteKind.Player, SpriteKind.Food, function (sprite, otherSprite) { | ||
otherSprite.destroy() | ||
info.changeScoreBy(1) | ||
}) | ||
``` | ||
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## Play Part One | ||
### Play Part One @unplugged | ||
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**That's it now let's play our game** | ||
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Then play your game to test that it works ok. | ||
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Is it too easy? If so, can you make it changes that so one of the jumps is more challenging? | ||
Or is it too hard? If so what can you change to make it easier? | ||
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Try making small or large changes to the following: | ||
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* the jump ``||sprites:vy (velocity y)||`` in the ``||controller:on A button pressed||`` block | ||
* player gravity with the ``||sprites:ay (acceleration y)||`` setting | ||
* player speed left and right in the ``||controller:move mySprite with buttons||`` block | ||
* the location of the platforms to make the jumps more challenging | ||
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Get a friend or family member to test it out. Can they collect all the Food first time? | ||
Getting the balance right between too hard and too easy is key to making our game challening and interesting to play. | ||
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Hope you enjoyed part one of this tutorial. In part two we add the following elements to our platform game. | ||
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* Adding an End Goal that you must touch to win game | ||
* Make it so you much collect all Food to win the game | ||
* Creating a larger Game Space by increasing the width of the level | ||
* Adding Levels to extend our Game Space and increase challenge | ||
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