How to Make a Game Like Space Invaders - PowerPoint PPT Presentation

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How to Make a Game Like Space Invaders

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How to Make a Game Like Space Invaders What IS Space Invaders? a SHMUP (shoot-em-up) Player has one ship, enemy has many Player and enemies interact by shooting at ... – PowerPoint PPT presentation

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Title: How to Make a Game Like Space Invaders


1
How to Make a Game LikeSpace Invaders
2
What IS Space Invaders?
  • a SHMUP (shoot-em-up)
  • Player has one ship, enemy has many
  • Player and enemies interact by shooting at each
    other
  • Top-down 2D (usually)

3
  • Concepts

4
Video Frames/Ticks
  • A film is made of 24 still pictures per second
  • Motion is achieved by small changes to each
    picture, but 24 fps is still fast

5
Video Frames/Ticks 2
  • Video games are usually 30 or 60-80 fps
  • Video games achieve movement by moving each
    screen object a little bit every frame

6
Shmups are very object-oriented
  • Ships are objects
  • Bullets are objects
  • The player is an object
  • Explosions are objects
  • Levels can be objects (certainly made of objects)

7
Question
  • How many bullets can be on the screen at once?
  • Space Invaders 1 for player, 2 for enemies
  • Modern completely arbitrary

8
Lists
  • A great way to store and organize objects
  • Most beginners get hung up here
  • Conceptually harder than arrays
  • C and C use linked lists (with pointers)
  • BlitzBasic has listTList

9
What is a ship?
  • Is-dead flag
  • Health value
  • X and Y positions
  • Path logic and data
  • Reference to the art
  • Animation state
  • Bullet/missile launch state
  • Bullets and Explosions are very similar to ships!

10
What is a player ship?
  • Not as much, surprisingly
  • Path logic is in your fingers, not in code
  • So keyboard state checks (for avatar control) go
    here

11
What is a bullet/missile?
  • Like a ship, but (usually) simpler movement
  • Erased when it goes off screen, not when it
    reaches the end of its path
  • State Player shot or Enemy shot
  • Each Player-bullet collides against every enemy
  • Each Enemy-bullet collides against player

12
So, to make space invaders
  • Make a player
  • Make a bunch of enemies
  • Move them every frame, have them create bullets
  • Move the bullets every frame
  • Check for enemy-bullet collision every frame
  • Keep going, even if all the enemies or the player
    is dead

13
  • Programming

14
Main loop in Pseudocode
  • Main()
  • SetupEverything()
  • CreatePlayer()
  • CreateAllEnemies()
  • done false
  • while (done false)
  • TickPlayer()
  • TickEnemyList()
  • TickBulletList()
  • DrawPlayer()
  • DrawEnemyList()
  • DrawBulletList()
  • if (EscapeKeyPressed() TRUE)

15
Timer callback version
  • TimerFunction()
  • TickPlayer()
  • TickEnemyList()
  • TickBulletList()
  • // some systems, like Flash and Torque, do the
    drawing for you
  • DrawPlayer()
  • DrawEnemyList()
  • DrawBulletList()
  • if (EscapeKeyPressed() TRUE)
  • done TRUE

16
TickBulletList()
  • TickBulletList()
  • ForEach( bullet)
  • x x dx
  • y y dy
  • if (BulletOffScreen())
  • isDead TRUE
  • ForEach(enemy)
  • if (Collides(enemy, bullet))
  • isDead TRUE
  • DamageEnemy(enemy)

17
  • Basic Math

18
Vectors and Offsets
  • Where is your Ship? X and Y

19
Vectors and Offsets 2
  • Where is your bullet? Also X and Y
  • Where is your bullet in relation to your ship?
    bulletX shipX and bulletY shipY

20
Vectors and Offsets 3
  • How far apart are they? Pythagorean theorem
    (sqr(a) sqr(b) sqr(c))
  • This requires a slow square root function

21
Vectors and Offsets 2
  • What direction from the ship to the bullet?
    Arctangent
  • Atan2(bulletX shipX, bulletY shipY)

22
Arctangent
  • Usually gives a direction in radians, from
    0-(2PI)
  • PI is 3.1415927 ( 180 degrees)
  • Radian to degrees dir / (PI2) 360

23
Vectors and Offsets 3
  • So you can describe the relationship between two
    objects on the screen in two different ways

24
Offsets
  • Offset x and y coordinates (or differences)

25
Vectors
  • Vector direction and distance

26
Translate Offsets to Vectors
  • Get distance with Pythagoras
  • Get direction with Atan2 (Arctangent)

27
Translate Vectors to Offsets
  • X sin(direction) distance
  • Y cos(direction) distance

28
Vectors Offsets important
  • Shooting bullet directly at the player
  • Homing missiles
  • Collision detection (is bullet close enough?)
  • Enemy follows path

29
What is TurnTowardsPoint()
  • If you want the homing missile to turn slowly
    towards the enemy (instead of instantly) what do
    you do?
  • The answer is the TurnTowardPoint() algorithm.

30
  • Designing Your Game

31
Bosses
  • Traditional part of shmups
  • Each one is a love letter to the player
  • Multiple weapons
  • Multiple parts
  • Multiple Modes
  • Its a boss, not just an extended enemy

32
Powerups
  • Functionally just like Bullets
  • Give expanded powers to the player
  • Key to one of the basic metagames

33
The Game Modes
  • Play mode
  • Start mode
  • Results mode (you are dead, howd you do)
  • Pause mode
  • Credits mode
  • Options mode

34
Game Modes 2
  • Recognize that game modes are just states
  • Completely different states than game states

35
Scrolling Background
  • Space Invaders background was black
  • Galaga and others had winking, scrolling stars
  • Zaxxon and others started making the background
    complex and interactive
  • Treasure games are famous for complex,
    puzzle-like environments

36
What are Shmup levels?
  • Hand-crafted definitions of when each enemy shows
    up
  • The things that happen before a boss shows up
  • Divisions of art
  • Scoring opportunities

37
How are levels made?
  • Make the editors yourself, for yourself
  • Ship path editor (mirror-able)
  • Level editor
  • Place art tiles
  • Place ship spawn points
  • Place camera path
  • Boss editor

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