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GAME:IT Junior Ping Pong Objectives: Review skills from previous lessons Create a 2-player game Create a scoring display system Using old and new skills,

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Presentation on theme: "GAME:IT Junior Ping Pong Objectives: Review skills from previous lessons Create a 2-player game Create a scoring display system Using old and new skills,"— Presentation transcript:

1 GAME:IT Junior Ping Pong Objectives: Review skills from previous lessons Create a 2-player game Create a scoring display system Using old and new skills, develop a game similar to the original Pong

2 Before you start, you must go into Advanced Mode. Go to: File > Advanced Mode. You know you are in Advanced Mode when the checkmark appears. In Advanced Mode, there will be a few more icons and functions are now available.. 2

3 Here are the 5 sprites you will need to create for Game3. They are located in Game3 Resources. They are spr_ball, spr_edge, spr_miss_right, spr_miss_left, spr_paddle_right, spr_paddle_left, and spr_net. NAME THEM AS INSTRUCTED. 3

4 Create the 3 sounds from the sound files in Game 3 Resources Snd_beep = beep Snd_miss = miss Snd_hit = hit 4

5 To create a background, just load the background from the Game 3 Resources and call it bckgd_green. 5

6 Create a font for the scoring display. 1 – Name the font 2 – choose the font 3 – choose the size 4 – check Bold to make the font bold 6

7 Create the above objects using the sprites you created earlier. obj_ball - visible and solid should be checked obj_paddle_right - visible and solid should be checked obj_paddle_left - visible and solid should be checked obj_miss_right - do NOT check either visible or solid obj_miss_left - do NOT check either visible or solid obj_net - visible is checked / solid is NOT checked obj_edge - visible and solid should be checked 7

8 Create a Room to look like the one below: obj_edge obj_miss_left obj_miss_right obj_net 8

9 Programming the Objects: Obj_edge:: Has no programming Obj_miss_right: Has no programming Obj_miss_left: Has no programming 9

10 Event 1: Collision with obj_edge Action: Move Fixed Applies to: Self Select center button only Speed = 0 Relative is NOT checked Event 2: Keyboard Event - Select Action: Move Fixed Applies to: Self Select center button only Speed = 0 Relative is NOT checked Obj_paddle_right: 4 Events: 10

11 Event 3: Keyboard Event - Select Action: Move Fixed Applies to: Self Select Up Arrow only Speed = 7 Relative is NOT checked Obj_paddle_right (cont): Event 4: Keyboard Event - Select Action: Move Fixed Applies to: Self Select Down Arrow only Speed = 7 Relative is NOT checked 11

12 Event 1: Collision with obj_edge Action: Move Fixed Applies to: Self Select center button only Speed = 0 Relative is NOT checked Event 2: Keyboard Event - Select Action: Move Fixed Applies to: Self Select center button only Speed = 0 Relative is NOT checked Obj_paddle_left: 4 Events: 12

13 Event 3: Keyboard Event – Letters > A Action: Move Fixed Applies to: Self Select Up Arrow only Speed = 7 Relative is NOT checked Obj_paddle_left (cont): Event 4: Keyboard Event – Letters > Z Action: Move Fixed Applies to: Self Select Down Arrow only Speed = 7 Relative is NOT checked 13

14 Obj_ball: Six Events: Event 1: Create 3 Actions: Action 1: Set Score New Score = 0 Relative is NOT checked Action 2: Set Lives New Lives = 0 Relative is NOT checked Action 3: Move Fixed Applies to: Self Select 4 corners Speed = 5 Relative is NOT checked 14

15 Obj_ball (cont): Event 2: Collision with obj_edge Action 1: Bounce against solid objects Applies to: Self Precise = Precisely Against = Solid Objects Action 2: Play Sound Choose snd_beep from the drop down Loop = False Event 3: Collision with obj_paddle_right Action: Move Fixed Applies to: Self Select 3 left facing arrows Speed = 5 Relative IS NOT checked – this will keep the ball at a constant speed as it collides with the right paddle 15

16 Obj_ball (cont): Event 4: Collision with obj_miss_right Action 1: Jump to Start Applies to: Self Action 2: Move Fixed Applies to: Self Select 4 corner arrows Speed = 5 Relative is NOT checked Action 3: Set Score New score = 1 Relative IS checked 16

17 Obj_ball (cont): Event 5: Collision with obj_paddle_left Action: Move Fixed Applies to: Self Select 3 right facing arrows Speed = 3 Relative IS NOT checked – this will keep the ball at a constant speed as it collides with the left paddle Event 6: Collision with obj_miss_left Action 1: Jump to Start Applies to: Self Action 2: Move Fixed Applies to: Self Select 4 corner arrows Speed = 5 Relative is NOT checked Action 3: Set Lives New score = 1 Relative IS checked 17

18 Event 1: Draw 7 Actions Action 1: Draw Sprite (draw tab) Applied to: Self Sprite = spr_net x = 0 y = 0 subimage = -1 Relative IS checked Obj_net: One Event: Action 2: Set Font (draw tab) Font: choose font ping pong from drop down align: choose left from drop down

19 Action 3: Set Color Choose a color for the Player 1 Score Action 4: Draw Text Applies to: Self Text: 'Player 1: ' + string(score) x: 80 y: 40 Relative is NOT checked Action 5: Set Color Choose a color for the Player 2 Score Obj_net (cont): 19

20 Action 6: Set Font Font: choose font ping pong from drop down align: choose left from drop down Action 7: Draw Text Applies to: Self Text: 'Player 2: ' + string(lives) x: 400 y: 40 Relative is NOT checked Obj_net (cont): 20

21 Save the GameSave it as Game3 --It is now ready to play! Assignment: Modify the game so that the a sound plays when the players hit AND miss the ball (different sounds) Also modify the game so that each time the players hit the ball, the ball speeds up. Save it as Game 3A 21


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