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Crash Course 2: Invaders - Part 12

by Hectate (Updated on 2015-05-02)

Part 12: Destroying the Enemy Ships

Now we put those bullets to use! We want to give the enemy some health so it can take a few hits, and then destroy it once it takes too much damage.

Step 83: While still in the Bullet's events we should be looking at the Actor - Type collision event. We're going to use the same collision to also tell the Enemy Ship that it was hit by a bullet.

From the palette, find the Trigger Event [text] in all behaviors for [Actor] block (found in Behavior > Triggers) and snap it above the Kill Self block (we want it to be triggered first).

Type "Hit" into the text field, and then grab the blue Actor Of Type block from the collision event wrapper above and insert it into the Actor spot. The event should look like the image below.

Step 84: Switch to the Enemy Ship actor and access the Events tab for it. Click Add Event and select Advanced > Custom Event.

Step 85: The event wrapper will appear, in the blank field type "Hit". This will cause the previous "tell" block we added (to the bullet) to trigger any code that we put in this event when triggered.

Now, if the enemy was just going to take one hit and be destroyed we could put a kill self block in here and be done with it. However, we actually want the enemy ship to take multiple hits. To track how many hits it can take, we're going to need an attribute to store a "Health" value.

Step 86: Create a new Attribute, select Number for its type, and name it Health Points (click the Attributes button on the Palette, then the Create an Attribute button).

Step 87: Add another event to the Enemy Ship. Create a When Creating Event (click + Add Event, then mouse over Basics, then click When Creating).

Step 88: Now lets actually set the initial Health value. Click on Attributes -> Setters in the Palette and drag over the Set Health Points to [ ] block, snap it inside the When Created Event, and type 3 into the empty field.

Step 89: Now that each Enemy Ship will have 3 health points when they're created, lets do some damage to them when they're hit.

Switch back to the Enemy Ship's Custom Event, and then grab the Increment Number By [ ] block (found in Numbers & Text > Math in the pallete) and put it inside the custom event. Switch the "increment" field to "decrement", and select "Health Points" in the number field (if not there already). Finally, in empty field type "1".

Step 90: Finally, we need to add an Event that checks the number of Health Points the Enemy Ship has left and destroys it if it has 0 (or fewer, in case it gets hit more than once very quickly).

To start, click the + Add Event button, mouse over Basics again, and select When Updating. Next, drag an if block inside the Always block (in Flow -> Conditions in the Palette).

Step 91: Now we add a "Less Than Or Equal To" block (under Flow -> Conditions again, it looks contains a "<=" between two numbers) to the empty field in the if block and then check whether Health Points (found in Attributes > Getters) is less than or equal to 0 or not.

Step 92: Here's where we put the Kill Self block (under Actor > Properties, if you recall).

Now our enemy ships will be killed if they are hit by three or more bullets! Feel free to test this out now. That said, its not very fun for them to just disappear; let's fix that!

Step 92: We want to use our Explosion sound effect we uploaded earlier. If we add a [Play] [Sound] block (found in Sound & Images > Sound) and select our Explosion sound effect from the dropdown menu (click the block and then select the Explosion sound we uploaded earlier), that sound will play right as our Actor is removed from the Scene.

Step 93: Now we need to add an effect to our Enemy Ship Actor Type so the player can tell when it’s hit. Switch back to the Custom Event. We’re going to use blocks under Actor -> Effects in the Palette

For the effects, grab these three blocks:

  • Apply Effect [ ] to [Actor]
  • Make Negative
  • Remove All Effects From [Actor]

We also need to have a Do After timer block (Flow > Time in the palette).

Put the Make Negative block inside the Apply Effect block's blank space. Snap the Do After block in just below this and type ".1" into the blank for the time. Finally, put the Remove All Effects block inside the timer.

With all this in place, test the game. If everything is working, it’s time to create a way for our player to win the game.


Click here to go to Part 13.

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!


I tried to put the "decrement Health Points by 1" in it but it does not Shows me the opinion to put "Health Points" in it; I just can put "decrement Number by 1" in it. THX for helping!

-1 7 years, 6 months ago
in regards to my last comment, it seems that even though i've snapped a set hp to 3 within the when created block, the game believes that hp is still at zero and automatically self destructs upon my opening the game. can someone help rectify this?
0 7 years, 6 months ago
having the same problems as @jexadox where my ships explode immediately upon opening the game. i'm using "when created," though, and everything seems to be as it should be (i double checked where i snapped what). can someone help out?

i agree with the rest of the comments; steps seem to be missing where it shouldn't be for beginners, and the tutorial overall is frustrating to follow if you don't go through the comments for troubleshooting help. hope the other tutorials aren't like this

0 7 years, 6 months ago
I got it. I had used "when drawn" instead of "when created" it does get really confusing w/the tutorial images being out of date though.
0 7 years, 7 months ago
somewhere in Part 12 i screwed up. I have no idea where.

When i test the game all my enemy ships explode immediately (playing the sound).
I don't think its a collision issue, i've double checked that they are all part of the correct group, that everything is snapped in right, and that the there are no caps for "hit" event.

If i remove all the hp stuff and the kill self code they will still light up when i shoot, but otherwise they will immediately explode when i test it.

0 7 years, 7 months ago
I take that back it does in fact show where to find decrement/ increment block I apologize.

0 7 years, 8 months ago
This article does not make it clear where to find the decrement/increment block.
0 7 years, 8 months ago
Said this in another tutorial and repeat it here, because it's really frustrating. Drag
0 7 years, 8 months ago
My enemies go away after one hit. Help!
2 7 years, 9 months ago
How do you shoot your bullets?
0 7 years, 10 months ago

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