### @explicitHints true
tutorial
Step 1
**v3.0: This guide is created to assist you throughout the live stream. **
Step 1
- Open the
||scene.Scene||
drawer, drag the||scene.set background color ||
block into the||Loops:on start||
block. Choose a color of your choice. - Open the
||sprites.Sprites||
drawer, drag the||variables.set mySprite||
block into the||Loops:on start||
block. - Click on the grey color oval, select Gallery view. Scroll to find the image of a dinosaur, select it and hit “OK”.
- Rename the character from mySprite to dino
~ tutorialhint
scene.setBackgroundColor(1)
dino = sprites.create(img`
. . . . . . . . . . . . . . . .
. . . . . . f f f f f f f f . .
. . . . 4 f 7 7 7 7 7 7 7 7 f .
. . . . 4 f 7 7 7 1 f 1 7 7 f .
. . . . f f 7 7 7 1 f 1 7 7 f .
. . . . 4 f 7 7 7 1 1 1 7 7 f .
. . . 4 4 f 7 7 f 7 7 7 7 7 f .
. . . f f 7 7 7 f f f f f f . .
. . . 4 f 7 7 7 7 7 7 f . . . .
. . 4 4 f 7 f 7 7 7 7 7 7 f . .
. . f f 7 7 f 7 7 7 7 7 7 f . .
. 4 4 f 7 7 7 7 d d 7 f . . . .
4 f f 7 7 7 7 d d d 7 f . . . .
f 7 7 7 7 7 7 d d d 7 f . . . .
f f f f f 7 7 f f d 7 f . . . .
. . . . f f f . . f f f . . . .
`, SpriteKind.Player)
let projectile: Sprite = null
projectile.lifespan = 3000
if (projectile.isHittingTile(CollisionDirection.Bottom)) {
projectile.vy = -135
}
Step 2
Step 2
- Open the
||controller.Controller||
drawer, drag the||controller.move mySprite with buttons ||
into the||Loops:on start||
. - Click on the + sign on
||controller.move mySprite with buttons ||
, change the value of vx from 100 to 50, and vy from 100 to 0. - Change the sprite’s name from mySprite to dino (or any name of your choice)
~ tutorialhint
scene.setBackgroundColor(1)
dino = sprites.create(img`
. . . . . . . . . . . . . . . .
. . . . . . f f f f f f f f . .
. . . . 4 f 7 7 7 7 7 7 7 7 f .
. . . . 4 f 7 7 7 1 f 1 7 7 f .
. . . . f f 7 7 7 1 f 1 7 7 f .
. . . . 4 f 7 7 7 1 1 1 7 7 f .
. . . 4 4 f 7 7 f 7 7 7 7 7 f .
. . . f f 7 7 7 f f f f f f . .
. . . 4 f 7 7 7 7 7 7 f . . . .
. . 4 4 f 7 f 7 7 7 7 7 7 f . .
. . f f 7 7 f 7 7 7 7 7 7 f . .
. 4 4 f 7 7 7 7 d d 7 f . . . .
4 f f 7 7 7 7 d d d 7 f . . . .
f 7 7 7 7 7 7 d d d 7 f . . . .
f f f f f 7 7 f f d 7 f . . . .
. . . . f f f . . f f f . . . .
`, SpriteKind.Player)
controller.moveSprite(dino, 50, 0)
Step 3
** Step 3**
- Open the
||scene.Scene||
drawer, drag the||scene.set tile map to ||
into the||Loops:on start||
. - Click on the Grey color square.
- At the bottom left of the window, set the Image Width from 10 to 32
~ tutorialhint
scene.setBackgroundColor(1)
dino = sprites.create(img`
. . . . . . . . . . . . . . . .
. . . . . . f f f f f f f f . .
. . . . 4 f 7 7 7 7 7 7 7 7 f .
. . . . 4 f 7 7 7 1 f 1 7 7 f .
. . . . f f 7 7 7 1 f 1 7 7 f .
. . . . 4 f 7 7 7 1 1 1 7 7 f .
. . . 4 4 f 7 7 f 7 7 7 7 7 f .
. . . f f 7 7 7 f f f f f f . .
. . . 4 f 7 7 7 7 7 7 f . . . .
. . 4 4 f 7 f 7 7 7 7 7 7 f . .
. . f f 7 7 f 7 7 7 7 7 7 f . .
. 4 4 f 7 7 7 7 d d 7 f . . . .
4 f f 7 7 7 7 d d d 7 f . . . .
f 7 7 7 7 7 7 d d d 7 f . . . .
f f f f f 7 7 f f d 7 f . . . .
. . . . f f f . . f f f . . . .
`, SpriteKind.Player)
controller.moveSprite(dino, 50, 0)
scene.setTileMap()
Step 4
** Step 4**
- Draw the ground using brown color tile.
Step 5
** Step 5**
- Add another layer of grass using the green tile.
- Add red tile to represent the water where your Dino will be drown if it falls on these tiles.
- Add purple tile at the end to represent the flag (goal of the game).
- Add light blue tile on top to set the starting point of the game.
~ tutorialhint
scene.setBackgroundColor(1)
dino = sprites.create(img`
. . . . . . . . . . . . . . . .
. . . . . . f f f f f f f f . .
. . . . 4 f 7 7 7 7 7 7 7 7 f .
. . . . 4 f 7 7 7 1 f 1 7 7 f .
. . . . f f 7 7 7 1 f 1 7 7 f .
. . . . 4 f 7 7 7 1 1 1 7 7 f .
. . . 4 4 f 7 7 f 7 7 7 7 7 f .
. . . f f 7 7 7 f f f f f f . .
. . . 4 f 7 7 7 7 7 7 f . . . .
. . 4 4 f 7 f 7 7 7 7 7 7 f . .
. . f f 7 7 f 7 7 7 7 7 7 f . .
. 4 4 f 7 7 7 7 d d 7 f . . . .
4 f f 7 7 7 7 d d d 7 f . . . .
f 7 7 7 7 7 7 d d d 7 f . . . .
f f f f f 7 7 f f d 7 f . . . .
. . . . f f f . . f f f . . . .
`, SpriteKind.Player)
controller.moveSprite(dino, 50, 0)
scene.setTileMap(img`
9 9 9 . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . 7 7 . . . . . . . . .
. . . . . . . . . . e e e e e . . . . . 7 e e . . . . . . . . .
. . . . . . . . . . . . . . . . . . . 7 e e e . . 7 7 7 . . . a
7 7 7 7 7 . . 7 7 . . . . . . . 7 7 7 e e e e . . e e e . . 7 7
e e e e e 2 2 e e 2 2 2 2 2 2 2 e e e e e e e 2 2 e e e 2 2 e e
`)
Step 6
** Step 6**
- Open the
||scene.Scene||
drawer, drag the||scene.set tile to with wall||
block into the||Loops:on start||
block. - Click on the first grey color oval, choose brown color.
- Click on the second grey color oval, choose an image from the gallery to be the ground for your game.
- Toggle the wall OFF button to ON
- Repeat Step 1 - 4 above for grass (green) and water (red)
~ tutorialhint
scene.setBackgroundColor(1)
dino = sprites.create(img`
. . . . . . . . . . . . . . . .
. . . . . . f f f f f f f f . .
. . . . 4 f 7 7 7 7 7 7 7 7 f .
. . . . 4 f 7 7 7 1 f 1 7 7 f .
. . . . f f 7 7 7 1 f 1 7 7 f .
. . . . 4 f 7 7 7 1 1 1 7 7 f .
. . . 4 4 f 7 7 f 7 7 7 7 7 f .
. . . f f 7 7 7 f f f f f f . .
. . . 4 f 7 7 7 7 7 7 f . . . .
. . 4 4 f 7 f 7 7 7 7 7 7 f . .
. . f f 7 7 f 7 7 7 7 7 7 f . .
. 4 4 f 7 7 7 7 d d 7 f . . . .
4 f f 7 7 7 7 d d d 7 f . . . .
f 7 7 7 7 7 7 d d d 7 f . . . .
f f f f f 7 7 f f d 7 f . . . .
. . . . f f f . . f f f . . . .
`, SpriteKind.Player)
controller.moveSprite(dino, 50, 0)
scene.setTileMap(img`
9 9 9 . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . 7 7 . . . . . . . . .
. . . . . . . . . . e e e e e . . . . . 7 e e . . . . . . . . .
. . . . . . . . . . . . . . . . . . . 7 e e e . . 7 7 7 . . . a
7 7 7 7 7 . . 7 7 . . . . . . . 7 7 7 e e e e . . e e e . . 7 7
e e e e e 2 2 e e 2 2 2 2 2 2 2 e e e e e e e 2 2 e e e 2 2 e e
`)
scene.setTile(14, img`
d 1 d d d d d d d 1 d d d d d d
d 1 d d d d d d d 1 d d d d d d
d 1 d d d d d d d 1 d d d d d d
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
d d d d d 1 d d d d d d d 1 d d
d d d d d 1 d d d d d d d 1 d d
d d d d d 1 d d d d d d d 1 d d
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
d 1 d d d d d d d 1 d d d d d d
d 1 d d d d d d d 1 d d d d d d
d 1 d d d d d d d 1 d d d d d d
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
d d d d d 1 d d d d d d d 1 d d
d d d d d 1 d d d d d d d 1 d d
d d d d d 1 d d d d d d d 1 d d
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
`, true)
scene.setTile(7, img`
7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7
6 6 7 6 7 6 7 6 6 d 6 7 7 6 7 7
d d 6 7 7 6 7 d d d 7 6 d 6 7 6
d d d d d d 6 d d d d d d d 6 d
d d d d d d d d d d d d d d d d
d 1 1 d 1 d d d d d 1 d d d d d
d 1 1 d d d d d d d d d d d d d
d d d d d d d d d d d d d d d d
d d d d d d d d d d d d d d d d
d d d d d d b d d d d d d d 1 d
d d d d d d d d d d d d d d d d
d d b d d d d d d d d b b d d d
d d d d d d d d d d d b b d d d
d d d d d d d d d d d d d d d d
d d d d d d d 1 d d d d d d d d
d d d d d d d d d d d d d d 1 d
`, true)
scene.setTile(2, img`
c c c c c c c c c c c c c c c c
8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8
8 8 8 6 6 6 8 8 8 6 6 6 6 8 8 8
6 6 8 8 8 6 6 6 6 6 6 8 8 8 8 6
6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6
9 9 6 6 6 6 6 9 9 9 9 6 6 6 9 9
6 6 6 6 9 9 9 6 6 6 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
`, true)
Step 7
** Step 7**
- Repeat the same steps for flag, but this time, you can draw it out using the editor.
~ tutorialhint
scene.setBackgroundColor(1)
dino = sprites.create(img`
. . . . . . . . . . . . . . . .
. . . . . . f f f f f f f f . .
. . . . 4 f 7 7 7 7 7 7 7 7 f .
. . . . 4 f 7 7 7 1 f 1 7 7 f .
. . . . f f 7 7 7 1 f 1 7 7 f .
. . . . 4 f 7 7 7 1 1 1 7 7 f .
. . . 4 4 f 7 7 f 7 7 7 7 7 f .
. . . f f 7 7 7 f f f f f f . .
. . . 4 f 7 7 7 7 7 7 f . . . .
. . 4 4 f 7 f 7 7 7 7 7 7 f . .
. . f f 7 7 f 7 7 7 7 7 7 f . .
. 4 4 f 7 7 7 7 d d 7 f . . . .
4 f f 7 7 7 7 d d d 7 f . . . .
f 7 7 7 7 7 7 d d d 7 f . . . .
f f f f f 7 7 f f d 7 f . . . .
. . . . f f f . . f f f . . . .
`, SpriteKind.Player)
controller.moveSprite(dino, 50, 0)
scene.setTileMap(img`
9 9 9 . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . 7 7 . . . . . . . . .
. . . . . . . . . . e e e e e . . . . . 7 e e . . . . . . . . .
. . . . . . . . . . . . . . . . . . . 7 e e e . . 7 7 7 . . . a
7 7 7 7 7 . . 7 7 . . . . . . . 7 7 7 e e e e . . e e e . . 7 7
e e e e e 2 2 e e 2 2 2 2 2 2 2 e e e e e e e 2 2 e e e 2 2 e e
`)
scene.setTile(14, img`
d 1 d d d d d d d 1 d d d d d d
d 1 d d d d d d d 1 d d d d d d
d 1 d d d d d d d 1 d d d d d d
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
d d d d d 1 d d d d d d d 1 d d
d d d d d 1 d d d d d d d 1 d d
d d d d d 1 d d d d d d d 1 d d
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
d 1 d d d d d d d 1 d d d d d d
d 1 d d d d d d d 1 d d d d d d
d 1 d d d d d d d 1 d d d d d d
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
d d d d d 1 d d d d d d d 1 d d
d d d d d 1 d d d d d d d 1 d d
d d d d d 1 d d d d d d d 1 d d
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
`, true)
scene.setTile(7, img`
7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7
6 6 7 6 7 6 7 6 6 d 6 7 7 6 7 7
d d 6 7 7 6 7 d d d 7 6 d 6 7 6
d d d d d d 6 d d d d d d d 6 d
d d d d d d d d d d d d d d d d
d 1 1 d 1 d d d d d 1 d d d d d
d 1 1 d d d d d d d d d d d d d
d d d d d d d d d d d d d d d d
d d d d d d d d d d d d d d d d
d d d d d d b d d d d d d d 1 d
d d d d d d d d d d d d d d d d
d d b d d d d d d d d b b d d d
d d d d d d d d d d d b b d d d
d d d d d d d d d d d d d d d d
d d d d d d d 1 d d d d d d d d
d d d d d d d d d d d d d d 1 d
`, true)
scene.setTile(2, img`
c c c c c c c c c c c c c c c c
8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8
8 8 8 6 6 6 8 8 8 6 6 6 6 8 8 8
6 6 8 8 8 6 6 6 6 6 6 8 8 8 8 6
6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6
9 9 6 6 6 6 6 9 9 9 9 6 6 6 9 9
6 6 6 6 9 9 9 6 6 6 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
`, true)
scene.setTile(10, img`
. . . . . . . . . . . . . . . .
. . . . . c . . . . . . . . . .
. . . . . f 2 2 . . . . . . . .
. . . . . f 2 2 2 2 2 . . . . .
. . . . . f 2 2 2 2 2 2 2 2 . .
. . . . . f 2 2 2 2 2 2 2 . . .
. . . . . f 2 2 2 2 . . . . . .
. . . . . f 2 . . . . . . . . .
. . . . . f . . . . . . . . . .
. . . . . f . . . . . . . . . .
. . . . . f . . . . . . . . . .
. . . . . f . . . . . . . . . .
. . . . . f . . . . . . . . . .
. . . . f f f . . . . . . . . .
. . . f c c c f . . . . . . . .
. . f c c c c c f . . . . . . .
`, true)
Step 8
** Step 8**
- Repeat the same step for light blue color tile. But this time, leave the second oval empty.
- And leave the wall OFF
~ tutorialhint
scene.setBackgroundColor(1)
dino = sprites.create(img`
. . . . . . . . . . . . . . . .
. . . . . . f f f f f f f f . .
. . . . 4 f 7 7 7 7 7 7 7 7 f .
. . . . 4 f 7 7 7 1 f 1 7 7 f .
. . . . f f 7 7 7 1 f 1 7 7 f .
. . . . 4 f 7 7 7 1 1 1 7 7 f .
. . . 4 4 f 7 7 f 7 7 7 7 7 f .
. . . f f 7 7 7 f f f f f f . .
. . . 4 f 7 7 7 7 7 7 f . . . .
. . 4 4 f 7 f 7 7 7 7 7 7 f . .
. . f f 7 7 f 7 7 7 7 7 7 f . .
. 4 4 f 7 7 7 7 d d 7 f . . . .
4 f f 7 7 7 7 d d d 7 f . . . .
f 7 7 7 7 7 7 d d d 7 f . . . .
f f f f f 7 7 f f d 7 f . . . .
. . . . f f f . . f f f . . . .
`, SpriteKind.Player)
controller.moveSprite(dino, 50, 0)
scene.setTileMap(img`
9 9 9 . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . 7 7 . . . . . . . . .
. . . . . . . . . . e e e e e . . . . . 7 e e . . . . . . . . .
. . . . . . . . . . . . . . . . . . . 7 e e e . . 7 7 7 . . . a
7 7 7 7 7 . . 7 7 . . . . . . . 7 7 7 e e e e . . e e e . . 7 7
e e e e e 2 2 e e 2 2 2 2 2 2 2 e e e e e e e 2 2 e e e 2 2 e e
`)
scene.setTile(14, img`
d 1 d d d d d d d 1 d d d d d d
d 1 d d d d d d d 1 d d d d d d
d 1 d d d d d d d 1 d d d d d d
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
d d d d d 1 d d d d d d d 1 d d
d d d d d 1 d d d d d d d 1 d d
d d d d d 1 d d d d d d d 1 d d
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
d 1 d d d d d d d 1 d d d d d d
d 1 d d d d d d d 1 d d d d d d
d 1 d d d d d d d 1 d d d d d d
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
d d d d d 1 d d d d d d d 1 d d
d d d d d 1 d d d d d d d 1 d d
d d d d d 1 d d d d d d d 1 d d
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
`, true)
scene.setTile(7, img`
7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7
6 6 7 6 7 6 7 6 6 d 6 7 7 6 7 7
d d 6 7 7 6 7 d d d 7 6 d 6 7 6
d d d d d d 6 d d d d d d d 6 d
d d d d d d d d d d d d d d d d
d 1 1 d 1 d d d d d 1 d d d d d
d 1 1 d d d d d d d d d d d d d
d d d d d d d d d d d d d d d d
d d d d d d d d d d d d d d d d
d d d d d d b d d d d d d d 1 d
d d d d d d d d d d d d d d d d
d d b d d d d d d d d b b d d d
d d d d d d d d d d d b b d d d
d d d d d d d d d d d d d d d d
d d d d d d d 1 d d d d d d d d
d d d d d d d d d d d d d d 1 d
`, true)
scene.setTile(2, img`
c c c c c c c c c c c c c c c c
8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8
8 8 8 6 6 6 8 8 8 6 6 6 6 8 8 8
6 6 8 8 8 6 6 6 6 6 6 8 8 8 8 6
6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6
9 9 6 6 6 6 6 9 9 9 9 6 6 6 9 9
6 6 6 6 9 9 9 6 6 6 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
`, true)
scene.setTile(10, img`
. . . . . . . . . . . . . . . .
. . . . . c . . . . . . . . . .
. . . . . f 2 2 . . . . . . . .
. . . . . f 2 2 2 2 2 . . . . .
. . . . . f 2 2 2 2 2 2 2 2 . .
. . . . . f 2 2 2 2 2 2 2 . . .
. . . . . f 2 2 2 2 . . . . . .
. . . . . f 2 . . . . . . . . .
. . . . . f . . . . . . . . . .
. . . . . f . . . . . . . . . .
. . . . . f . . . . . . . . . .
. . . . . f . . . . . . . . . .
. . . . . f . . . . . . . . . .
. . . . f f f . . . . . . . . .
. . . f c c c f . . . . . . . .
. . f c c c c c f . . . . . . .
`, true)
scene.setTile(9, img`
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
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. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
`, false)
Step 9
** Step 9**
- Open the
||sprites.Sprites||
drawer, drag the||sprites.set mySprite X to||
block into the||Loops:on start||
block. - To mimick gravity, click on the x drop down menu, change x to ay(acceleration y)
- Change the value from 0 to 290
- Make sure the sprite’s name is dino
Do you know you can also control the simulator using your keyboard?
~ tutorialhint
Step 10
** Step 10**
- Open the
||scene.Scene||
drawer, drag the||scene.place mySprite on top of random ||
block into the||Loops:on start||
block. - Click on the grey oval, select light blue color
- Make sure the sprite’s name is dino
~ tutorialhint
Step 11
** Step 11**
- Open the
||scene.Scene||
drawer, drag the||scene.camera follow sprite ||
block into the||Loops:on start||
block. - Make sure the sprite’s name is dino
~ tutorialhint
Step 12
** Step 12**
- Open the
||controller.Controller||
drawer, drag the||controller.on A button pressed ||
onto an empty area. - Open the
||sprites.Sprites||
drawer, drag the||sprites.set mySprite X to||
block into the||controller.on A button pressed ||
block. - To mimick jumping, click on the x drop down menu, change x to vy (velocity y))
- Change the value from 0 to -140
- Make sure the sprite’s name is dino
~ tutorialhint
Step 13
** Step 13**
- Open the
||scene.Scene||
drawer, drag the||scene.on sprite of kind Player hits wall ||
block onto an empty area. - Click the grey color oval, select red
- Open the
||game.Game||
drawer, drag the||game.game over ||
block into the||scene.on sprite of kind Player hits wall ||
block.
~ tutorialhint
scene.onHitTile(SpriteKind.Player, 2, function (sprite) {
game.over(false)
})
Step 14
** Step 14**
- Open the
||scene.Scene||
drawer, drag the||scene.on sprite of kind Player hits wall ||
block onto an empty area. - Click the grey color oval, select purple
- Open the
||game.Game||
drawer, drag the||game.game over ||
block into the||scene.on sprite of kind Player hits wall ||
block. - Toggle the button from LOSE to WIN.
~ tutorialhint
scene.onHitTile(SpriteKind.Player, 10, function (sprite) {
game.over(true)
})
Step 15
** Step 15**
- Open the
||controller.Controller||
drawer, drag the||controller.on A button pressed ||
onto an empty area. - Change the button A to left
- Open the
||sprites.Sprites||
drawer, drag the||sprites.set mySprite image to||
block into the||controller.on left button pressed ||
block. - Click on the grey oval, select the dinosaur image looking at left.
- Make sure the sprite’s name is dino
~ tutorialhint
let projectile: Sprite = null
projectile.setImage(img`
. . . . . . . . . . . . . . . .
. . f f f f f f f f . . . . . .
. f 7 7 7 7 7 7 7 7 f 4 . . . .
. f 7 7 1 f 1 7 7 7 f 4 . . . .
. f 7 7 1 f 1 7 7 7 f f . . . .
. f 7 7 1 1 1 7 7 7 f 4 . . . .
. f 7 7 7 7 7 f 7 7 f 4 4 . . .
. . f f f f f f 7 7 7 f f . . .
. . . . f 7 7 7 7 7 7 f 4 . . .
. . f 7 7 7 7 7 7 f 7 f 4 4 . .
. . f 7 7 7 7 7 7 f 7 7 f f . .
. . . . f 7 d d 7 7 7 7 f 4 4 .
. . . . f 7 d d d 7 7 7 7 f f 4
. . . . f 7 d d d 7 7 7 7 7 7 f
. . . . f 7 d f f 7 7 f f f f f
. . . . f f f . . f f f . . . .
`)
scene.placeOnRandomTile(projectile, 9)
scene.cameraFollowSprite(projectile)
controller.A.onEvent(ControllerButtonEvent.Pressed, function () {
if (projectile.isHittingTile(CollisionDirection.Bottom)) {
projectile.vy = -140
}
})
Step 16
** Step 16**
- Open the
||controller.Controller||
drawer, drag the||controller.on A button pressed ||
onto an empty area. - Change the button A to right
- Open the
||sprites.Sprites||
drawer, drag the||sprites.set mySprite image to||
block into the||controller.on right button pressed ||
block. - Click on the grey oval, select the dinosaur image looking at right.
- Make sure the sprite’s name is dino
~ tutorialhint
Step 17
** Step 17** Congratulations! You have completed today’s tutorial. Test out your game. If it does not work, cross check your code with the one in the tutorial hint.
~ tutorialhint
scene.onHitTile(SpriteKind.Player, 2, function (sprite) {
game.over(false)
})
scene.onHitTile(SpriteKind.Player, 10, function (sprite) {
game.over(true)
})