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Creating Multiple Levels in MakeCode Arcade
Sep 28, 2024
How to Make a Platformer Game in MakeCode Arcade - Part 3
Introduction
Focused on improving game aesthetics and adding complexity through multiple levels.
Adding Background
Added a background image with mountains and clouds to enhance visual appeal.
Creating Levels
Started with a single level; added functionality for multiple levels.
Setting Sprite Start Position
:
Used the tile map to designate a starting point (pink block).
Placed the hero sprite (Hopson Paw) on a random pink block.
Deleted the pink block after placing the sprite.
Functions for Level Setup
:
Encapsulated level setup code in a function called
startLevel
.
Used
currentLevel
variable to keep track of which level the player is on.
Changing Levels
:
Increased level counter on game over, called
startLevel
to set up the next level.
Designing Second Level
Created a second level using existing tiles and increased width.
Added coins and enemy flowers that spawn bees for added challenge.
Implemented a portal for level completion and lava hazards.
Transitioning Between Levels
Ensured that previous level’s enemies, flowers, and coins are removed when switching levels.
Utilized loops to clean up sprites of specific kinds before starting a new level.
Creating Third Level with Wall Jumping
Designed a tall vertical level for wall jumping mechanics.
Wall Jumping Logic
:
Set conditions for the hero to cling to walls when falling.
Adjusted Y-velocity to allow jumping and reapplying gravity.
Added visual for the hero when clinging to walls.
Fixing Visual Jitter
Implemented conditions to prevent jitter when flipping images of the hero sprite.
Adjusted image flipping criteria to include wall collisions.
Introducing Fireballs
Added fireballs as a new hazard in the game.
Created a visual for fireballs and programmed them to bob up and down.
Implemented collision logic:
Player loses lives when overlapping with fireballs.
Game Testing
Tested the game to ensure mechanics functioned correctly, including dodging bees and fireballs.
Hardware Integration
Showed how to download the game to a handheld device (e.g., Meowbit) for portable play.
Steps included connecting the device via USB and transferring the game file.
Conclusion
Summary of enhancements made in this part: multiple levels, wall jumping, and fireballs.
Encouragement to check links for more hardware options.
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