====== Part 17 - Timeline Tracks ======
We could set up a spawner to create a load of monsters for us, but we'll use a timeline instead. A timeline can issue commands.
Our timeline will simply issue the same create object command over and over in a loop.
Before we do this, remove the single monster from the Scene. We don't need it any more:
[Scene]
ChildList = PlatformObject # MiddlePlatformObject #
TopLeftPlatformObject # TopPlatformObject #
TopRightPlatformObject #
StarObject
Now to create a simple track:
[MonsterMakerTrack]
1 = Object.Create MonsterObject
Loop = True
This will create monsters over and over every second for us. But the monster objects need to start at a random position each time. Change the monster object to have a range of starting x positions:
[MonsterObject]
Graphic = MonsterGraphic
AnimationSet = MonsterAnimationSet
Position = (-380, -300, 0) ~ (200, -200, 0)
Scale = 2.0
Body = MonsterBody
Finally, to actually use the track which will create monsters, add it to the TrackList property in the Scene section:
[Scene]
ChildList = PlatformObject # MiddlePlatformObject #
TopLeftPlatformObject # TopPlatformObject #
TopRightPlatformObject #
StarObject
TrackList = MonsterMakerTrack
Looking great! Monsters should be dropping in all over the place:
{{:guides:beginners:beginners-42-timeline-monsters.png?nolink|}}
Some tweaks can be added to the monster and the body to improve things a little:
[MonsterObject]
Graphic = MonsterGraphic
AnimationSet = MonsterAnimationSet
Position = (-380, -300, 0) ~ (200, -200, 0)
Speed = (-20, 0, 0) ~ (20, 0, 0)
Scale = 2.0
Body = MonsterBody
[MonsterBody]
Dynamic = true
PartList = MonsterBodyPart
AngularDamping = 50
LinearDamping = 0.2
[MonsterBodyPart]
Type = box
Solid = true
SelfFlags = monster
CheckMask = hero # platforms # bullet
Friction = 0
Restitution = 0.2
Density = 20
The ''Speed'' on the object will give the monsters a little random left/right movement. The ''Friction'' on the bodypart will make the monster less slippery on the ground.
The ''LinearDamping'' on the body will slow him down a little over time if he's too fast. The high ''AngularDamping'' will ensure the monster tips over the edge but not rotate and tumble wildly.
Finally, a touch of ''Restitution'' on the body will allow it to bounce just a touch when landing from a height.
That should work a little better.
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Next: [[en:guides:beginners:exploding_monsters|Part 18 – Exploding Monsters]].
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