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Crash Course 2: Invaders - Part 10

by Hectate (Updated on 2015-05-02)


Part 10: Enabling Our Ship to Fire Bullets

Step 73: Our next Event will create a Bullet Actor and set it in motion when the player presses a keyboard key. Click the + Add Event button, mouse over Input, and select Keyboard. Remember, we should already be in the Ship's events screen to create this.

Tip: To make sure your bullets fire properly, make sure you remembered to set their Actor Type in the Physics tab to Normal. We covered this in Part 4, Step 26

Step 74: On the block that appears, set the control dropdown to action 1, as shown.

Step 75: Now we need to grab two blocks, one that creates our Bullet Actor and another that sends it on its way.

The first is under Scene -> Actors in the Palette. The second is under Actor -> Motion.

Select the Bullet Actor Type by clicking on the dropdown on the create Actor Type block, and in the blue push [Actor] block, change the [Self] field to [last created actor] and [gently] to [sharply]. Snap them together into the Event block, as shown.

Step 76: Next, we need to set where the Bullet is created and the direction it should travel in. For the x and y values, set them to x of self and y of self, which is the current position of the Ship on screen. This block is in Actor > Position. Alternatively, cClick on each dropdown (for x and y) to choose the x of self block from the Actor category in the Block Picker. Then switch the [x] to [y] in the second block, as shown.

Step 77: From here, we set the direction and force the Bullet Actor will launch at in the push [Last Created Actor] block. Set xDir to 0 (we only want the Ship to shoot bullets toward the Enemy Ships, which is up, not horizontally) and yDir to -1. Remember, that “up” on a computer screen is in the negative y direction. Lastly, set force to 40.

Test the game again, and press Action 1 to shoot your bullets (should be Z by default).

We now need to ensure our Bullet Actors are destroyed when they collide with the Enemy Ships and when they leave the screen.

Let’s continue to Part 11.

Disclaimer: Use comments to provide feedback and point out issues with the article (typo, wrong info, etc.). If you're seeking help for your game, please ask a question on the forums. Thanks!

117 Comments

Altwinggames
In case anyone else has this configured this way... presumably as a default, 'action1' is the 'z' key, not the space bar.
1 13 years, 7 months ago
witebs
push is not working for me.
so I used
"set velocity to (dir: 270 degrees, speed: 40) for last created actor"

0 13 years, 7 months ago
wisemangaming
so the bullet spawned for me its just not moving though and I did everything as instructed to. if someone can please help it would be appreciated. thanks
0 13 years, 7 months ago
etfonehome
Not working for me. I have everything set exactly like it says, but the bullets refuse to fire at all. Any help?

0 13 years, 7 months ago
mroper
This didn't work for me until I assigned it to an actor. I think that this shouldn't be necessary but am not sure. Can someone put me right on this please?
0 13 years, 7 months ago
SM123
I find using the spacebar more comfortable to shoot.
I just went into the tab on the dashboard that says "controls"
and created a new control using the spacebar.
Then I changed the [control] part in
"When [Control] is [pressed]"
from action1 to spacebar!

0 13 years, 8 months ago
flukychriso
Happily this all worked out nicely for me, onto Part 11
0 13 years, 9 months ago
v3xt
Changing force from 40 to 4000. The bullets will shoot at a reasonable speed.
0 13 years, 9 months ago
junkajii
apenas continuem com o tutorial as balas não se movem ainda por falta de codigo, com os proximos passos você vai ver que tudo funciona...boa sorte
0 13 years, 9 months ago
kamran
I can't get the bullets to come out of the Ship. What do I do? The bullets don't come out when I push the Z key.
1 13 years, 9 months ago

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