Enemies – Leighton Snyder

Definitely a lot going on in this lab. I think for the game I had in mind, I will probably rework some things, since the combat will mostly be ranged, but I was able to get everything working that was covered in the lab.

A weird blip was that after adding the stay_on_platform functionality, enemies without that check wouldn’t turning when hitting a wall. So I separated the wall collision part from the stay_on_platform argument:

Probably a prettier way to do it, but this ended up working.

Here it is all together:

Obstacles and Collisions – Leighton Snyder

After doing the obstacles lab, I think I understands signals a little bit more. I think I’m getting the hang of some of the code stuff now, so I didn’t have too many issues. Because I have my character’s arm as a separate sprite (to follow the mouse for aiming) I needed to do an extra step, to make sure it turned invisible when the character takes damage and dies. So I added that here:

Here’s it all together:

Five lives so I could do that last three-plant-hit combo…

My Obstacles/ HENI ABID

Obstacles and Collisions lab was quite difficult especially in writing codes but It’s worth it because I learned and I successfully finished it.

Here are my two scenes for the obstacles.

Player Physics – Leighton Snyder

I finished the player physics lab, and while it’s still rough around the edges, I think it’s a good place to stop for now. There are a lot of things to keep track of code-wise, but I think I was able to get a hold of it eventually.

I was able to add a double-jump (although there’s likely a better way) and here’s how I went about it:

I added two new variables: jump_max for the maximum number of jumps you can take (which I exported so you can edit it quickly) and jump_count for keeping track of how many jumps the character has left.

Jump Max in the Player properties.
I added “jump_count > 0” as a condition for can_jump.
The jump_count resets every time you touch the ground.
And 1 is subtracted from jump_count everytime you jump.

So, here is everything together. I also added the arm to the player (doesn’t follow the mouse yet) and changed how gravity and jump height is calculated so I could get more consistent jumps.

I swear there is sound; it just wasn’t recorded. I’ll fix that one of these days.

Thanks!

Collecting Items

I get very excited when I heard the eaten apple sound and I enjoyed writing the script.

Here is the collecting items scene.

SceneManager

I enjoyed learning how scripts can relate to each other, Between the players and UI. and here is the final scene.

Programming Intro

I’ve learned how to write player and global scripts from the scratch and that’s the exciting part of the Programming Intro.

Collecting Items – Leighton Snyder

Pink person eats apples and gets a life.

There is sound, but it wasn’t captured…

I didn’t add any additional items or graphics for this assignment, but plan to use this file as a template when doing the rewards art and might use that as an opportunity to add more stuff/things. I’d also like to go more in depth into how the metrics works, as I imagine they’ll be key if I want to integrate ammo/additional guns into the game in the future.

Thanks!