20 November 2016
13 November 2016
Day Eight - Introduction to Kodu Game Lab with the BBC micro:bit
Today we will be using Kodu Game Lab to create a game where a Kodu collects apples, and every time the Kodu eats an apple the Kodu scores a point. Plus we will be using the BBC micro:bit to control the Kodu.
When you start, click on the Kodu icon. Then double tap and press on the Kodu.
After that right click the Kodu and press 'program'. Under the 'WHEN' tab select the micro:bit icon and next to it press tilt. Under the 'DO' tab put move and quickly.
On the second row, under the when tab, put in bumped and then the apple icon, eat and in the other line put WHEN bumped apple: change score by one.
Then, add in apples using the technique we did for adding in the Kodu.
Next, press on the brush tool in the bar and drag it while clicking to add in more land.
Then create a balloon and then program it to: When see not apple - Do win.
And we're done!
6 November 2016
Day Seven - Space Invaders
Hello everyone, bit by bit here and today I will explain how I made a basic Space Invaders game.
First I will explain the enemy's code. There is a while true block: it's use is like a forever loop. The repeat 4 allows the enemy to move with the change X block and the pause ms slow down the enemy. This apply's for both loops except the other one goes in the opposite direction.
The bomb mechanism works by changing the y of the bomb. It spawns on the position of the enemy with the set sprite block (it was also used at the top of the section of code, generating the ship at (2,4) and the enemy at (0,0). Then, it immediately fires with the change y block, which is in a repeat 4 block. It is slowed down by 200ms. But if the bomb misses, which the micro:bit can tell with the if statement, y of bomb is bigger or equal to row 4. Next, the bomb is sent back to its original position and its brightness 0 so it isn't seen. Above that is the if statement, bomb touching ship: game over. Then duplicate it on to the other movement loop.
OK, so now lets see how the ship is controlled. There is a when button A pressed: change x of ship by -1. This is the same for when B is pressed except -1 is 1.
Now, lets get on to the ship's firing system. When A + B are pressed together, missile is generated at ship, then there is a repeat 4 loop under and the y of the missile is changed by -1 (or up as the micro:bit grid is the opposite of our up.) The next if statement is similar to the bomb one. If missile is equal to or greater than 0, it resets the position and the brightness is 0. In the first if statement is a second, if missile is touching enemy: change score by one.
My channel: https://www.youtube.com/channel/UCBM75CLZnKs5J2Ri2UpmAg
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