Speed Powerup

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Transcript

Hey there, in this lecture we'll implement a speed power up. For that, I'll create a variable in the player called SPD short for speed. This variable will be used to control the player's movement speed. So if I set it to one, there should be no difference. If I set it to true, the player should move twice as fast. So you can even set it to 0.5 to make the player move slowly, but in this lecture, we'll be setting it to true when the player collects speed power up.

So let's start. Here I've imported a sprite for the speed power and set its origin to middle center. Now we'll go to objects, I create a new one and name it Obama speed. I'll assign this pride. Now we'll open the parents menu and set its parents to overpower parent. So now this object is a child of our parent as well.

Now we'll go to or manager I'll open the lantry Here you can see that it creates all power held only. But since we have multiple power ups now we wanted to randomly select a power up and create it. So for that we need that choose action. I'll add it above the Create instance action. This action chooses one random item from multiple options. So for the first option are right over our health.

Then I'll click on the plus button here to add another option. Here I'll type O power speed. Then for the target variable, I'll type OBJ and make a temporary. So now let me explain what this action does. We have entered two options here, one is the power of object and the other is the speed power of object. So this action will select a random option from these two and assign it to this variable.

And then we can use that variable in the Create instance action to create an instance of that object. So when you add a new power, don't forget to add it as an option here. Now we'll go to our player to make the power of work. I'll open the Create event. I click on the plus sign here to add a variable. I'll call it SPD and set it to one.

So as you know, this variable will be used to control the player's movement speed. So to implement that, I'll open the first key down event. Here I multiply the SPD value with the movespeed value. So this way if SPD is set to two, the player will move twice as fast. So now we need to do this in all the other key down events. So now the SPD variable will control movement in all directions.

Now after we change the SPD value, we'll need to reset it using an alarm. So allow the alarm zero event. Here we need to add the Assign variable action. Using this action I'll set the SPD variable One and now we'll implement a player's collision with the speed power up. So a ladder collision event with that object. In this event, we want to increase the player speed.

So I'll add the Assign variable action. I'll set SPD to two, then we want SPD to reset after eight seconds. So under the alarm action, I'll set alarm zero to 16 to eight. So the power ups effect will be disabled eight seconds after you get it. And now we also want the other power of instruments to be destroyed. So I'll add that destroys transaction.

I click on the arrow here and apply it to the other instance. So now the power of instance will be destroyed. or run again now. I'll wait for the speed power to appear. And there it is, so I'll take it and now the player moves faster. Now we need to add a trail behind the player For that, I'll create a new object.

I'll name it obeah Trail. I'll assign the player sprite to it. And now I'll add the Create event. Here I'll add the set instance alpha action. It starting alpha will be 0.2. And now I'll add the type event.

I want this instance to fade away. So I'll add a certain soft alpha action here as well. I'll type minus 0.02 anti gravity. So now the alpha will go down by this value each tab. Now when the alpha reaches zero, we want the instance to be destroyed. So for that, I'll add an if condition.

I'll enter image alpha here. Now for the comparison, I check if it's less than or equal to zero. In that case, I want to destroy this instance. So I'll add that action and adapted to this condition. Now we'll open up layer we will create the trail. I close all these events.

Now I'll add an event. So I'll go understand and select and strap. This is just another step event which runs after the regular step event. So the reason I'm using this is because they are already too many actions in the step event, so I wanted to divide them up. So first of all, I'll add an if condition here. I check if SPD is greater than one.

So this would mean that the speed powerup is active. So in this case, we're going to create a trail. So I'll add the Create instance action to the condition for the object of select opia Trail. The position will be the players x and y. And for the layer, I'll enter bullets. That layer is below the instances layer so the trail will be drawn below the player.

And now we'll start the game. I'll wait for the speed power and take it and now you can see the trail behind the player. Now let's continue to the next lecture we will work on the game's main menu.

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