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Mushroom Quest

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Make StringSprites that say 'Game Over' and 'You Win' ... Make the game over screen appear when 25% of the mushrooms have not been collected. ... – PowerPoint PPT presentation

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Title: Mushroom Quest


1
Mushroom Quest
  • By Rick Russotto
  • Wenfei Du

2
Game Summary
  • The magic mushrooms have been stolen! Get as many
    back as possible. But be careful, get at least
    25, because youre working for the mafia.
  • Play the game by moving your car up and down with
    the i and k keys, while the track and the
    mushrooms move right to left.
  • Failing to recover at least 25 of the mushrooms
    on the screen, or crashing into the black walls
    at the top and bottom, results in a loss.
  • Recovering one fourth or more of the mushrooms in
    a level makes the level increase. Finish all
    three levels to win the game.

3
Game Screenshot
mushrooms
Finish line
car
edge
4
Process of Making the Game
  • Make the game extend GameLoop, making it part of
    Jam Jenkins gaming package, and create a help
    screen to be filled in later.
  • Create a sprite (a red rectangle) that appears on
    the screen for the players car.
  • In the advanceFrame method, which changes whats
    on the screen over time, allow the player to
    press keys (i and k) to move the car up and
    down.
  • Make rectangle sprites for the three edges of the
    road, the two on the top and bottom rotated so
    that they angle toward each other towards the
    right side of the screen (the third is a vertical
    line connecting the right ends of the other two).
  • 5. Add a tracker to the edges so that they move
    right to left.

5
Process (continued)
  • Make StringSprites that say Game Over and You
    Win.
  • Make a method to detect collisions between the
    car and the edges.
  • Make the game kill all sprites when a collision
    is detected call the methods for the Game Over
    screen when the collision is with the edges on
    the top and bottom, and the You Win screen for
    the vertical line.
  • Make a two-dimensional array of Ellipse2D sprites
    (the mushrooms) that fits within the three
    edges, conforming to the shape of the space.
  • Add a tracker to each mushroom that makes them
    all move at the same speed and directions as the
    edges of the road.

6
Process (continued)
  • In the collisions method, make the mushrooms
    disappear when they collide with the car.
  • Make, and display, a score that increases by one
    for each mushroom collected.
  • Make the game over screen appear when 25 of the
    mushrooms have not been collected.
  • Make the mushrooms appear at random spots within
    the array, filling about one third of the spaces.
  • Make a variable for what level the player is on.

7
Process (continued)
  • 16. Create an introduction screen with text
    flying in.
  • 17. Make the level increase when the level,
    which starts at zero, is less than two when the
    finish line is reached, and dont display the you
    win screen until level two is completed.
  • 18. Make the number of mushrooms and speed of
    the game increase when the level increases.
  • Add sounds for starting, winning, losing, and
    level completed.
  • Update the help files to tell people how to play
    the game.
  • Export the game to the website.

8
Bugs Encountered and Fixed
  • The edges of the road were gravitating down when
    trackers were added. The tracker was taken from
    another game (Pong Deathmatch) we took gravity
    out of the tracker.
  • The starting sound was playing before the game
    was started. There was a bug in the gaming
    package Jam fixed it on our computer.
  • The mushroom array wasnt taking the shape of the
    road. We added complicated equations calculated
    by the instructor, which made sense to us, but
    would have been difficult to create ourselves
  • Mushrooms that did not appear on the screen
    because of the random number generator were still
    being collected. We had been making the sprites
    invisible instead of killing them.
  • The game was starting before the sprites were
    appearing on the canvas. We tried many things to
    make the game more efficient, but the problem
    remained. We fixed it by moving the road further
    to the right to compensate for the invisible
    movement.
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