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guides:beginners:survival [2015/10/28 05:33 (9 years ago)] – sausage | en:guides:beginners:survival [2021/10/09 21:49 (3 years ago)] (current) – Fixed texture filename iarwain | ||
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Keeping alive is key in a platformer. The monsters need to be a threat to our hero. If a monster touches our hero, he should explode in a shower of bits. That's game over. | Keeping alive is key in a platformer. The monsters need to be a threat to our hero. If a monster touches our hero, he should explode in a shower of bits. That's game over. | ||
- | For the explosion for our hero, let's use this object | + | For the explosion for our hero, let's use this object |
{{ : | {{ : | ||
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< | < | ||
[SparkGraphic] | [SparkGraphic] | ||
- | Texture = +.png | + | Texture = plus.png |
Pivot = center | Pivot = center | ||
Line 24: | Line 24: | ||
</ | </ | ||
- | Each SparkObject will fly up and out in a random direction, random colours, sizes, and a random lifetime. 50 at a time should look good. Next, make a body for it so that it will fall back to earth: | + | Each '' |
< | < | ||
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A pretty simple body and part - affected by gravity but not set to collide with anything. | A pretty simple body and part - affected by gravity but not set to collide with anything. | ||
- | Finally, we'll make an empty hero exploder with a spawner that spawns out 50 SparkObject' | + | <WRAP center round tip 80%> |
+ | Note that giving each particle a body is an easy way to make objects fall to the ground, but it is also heavy and in-efficient. While we won't do it in this guide, an FX can also be a cheap way to make object fall down. See this tutorial if you would like to learn how: [[en: | ||
+ | </ | ||
+ | |||
+ | Finally, we'll make an empty hero exploder with a spawner that spawns out 50 '' | ||
< | < | ||
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</ | </ | ||
- | Now to handle it in code: | + | Now to handle it in code, by adding the following at the bottom of the '' |
< | < | ||
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orxString_Compare(senderObjectName, | orxString_Compare(senderObjectName, | ||
){ | ){ | ||
- | CreateExplosionAtObject(pstSenderObject, " | + | CreateExplosionAtObject(pstRecipientObject, " |
orxObject_SetLifeTime(pstSenderObject, | orxObject_SetLifeTime(pstSenderObject, | ||
orxObject_Enable(pstRecipientObject, | orxObject_Enable(pstRecipientObject, | ||
Line 75: | Line 79: | ||
orxString_Compare(recipientObjectName, | orxString_Compare(recipientObjectName, | ||
){ | ){ | ||
- | CreateExplosionAtObject(pstRecipientObject, " | + | CreateExplosionAtObject(pstSenderObject, " |
- | orxObject_SetLifeTime(pstSenderObject, 0); | + | orxObject_SetLifeTime(pstRecipientObject, 0); |
orxObject_Enable(pstSenderObject, | orxObject_Enable(pstSenderObject, | ||
} | } | ||
</ | </ | ||
- | So if the hero and the monster touch, disable the hero and place a HeroExploder on top of him. | + | So if the hero and the monster touch, disable the hero and place a '' |
Compile and run it: | Compile and run it: | ||
Line 92: | Line 96: | ||
---- | ---- | ||
- | Next: [[guides: | + | Next: [[en:guides: |
+ | |||
+ | {{section> |