Manager & Alarms

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Transcript

Hater. In this lecture we'll set the bar manager and alarms. So far, we have two objects in our game, a shape and an island. Now we're going to add a manager object simply called or manager. Manager objects are used to manage things that the game needs to do in the background. So it's not an actual entity or a thing in the game.

For example, we'll be using our manager object to create new island instances in the room. So while the manager object doesn't actually show up in the room, it manages the creation of the chances and in later lectures, we can use the same manager object for more things, but for now, we just needed to create our instances using alarms. As you know, we need our instances to keep coming in for our game, we'll choose to create one island every one second. So we're gonna do that using alarms. alarms are events that can be set to run after a certain time. So for example, in the creative You can set alarms zero to 60 steps.

So then the alarms you event we run out of 60 steps, which is one second done in that event and Ireland will be created, then alarm zero will be set to 60 in that event so that it runs again after one second. So this way it'll keep running every one second, so let's get to it. I'll create a new object and name it or manager. In the object, I'll add the Create event. In the actions also alarm and add the set alarm countdown event. Here you can type which alarm event you want to set.

There are 12 alarm events, as you can see in this list, so I'll keep the event number at zero and for the countdown. I'll set 64 now the alarms your event should run one second after the creative end runs. Now I'll add the alarms event. Here we are going to create an Ireland instance. If this is our room, then we want to create the island instance above it so that it comes zone. So while the starting y position will always be the same, the starting exposition will always need to be random.

So in the actions also random and add the random number action, This action will give us the islands exposition it in decimal to integer because coordinates should always be integers to avoid issues. Now I'll keep the minimum at zero and set the maximum to 1024, which is the weight of my role. In the target I'll type Island x, so it will create a variable called Island x that will store the random value returned by the action and now we'll to extend so this will make it a temporary variable instead of a normal one. Temporary variables are deleted when the event ends. We know that we are not going to need this variable outside of this event so it's better to make it temporary. Now also create an add the Create instance action.

This action creates a new instance in the room. So for the object, I'll select oil and These are the coordinates where the new instance will be created. So I'll set the X to Island x, which is a random value returned from this action. I'll set the Y to minus hundred so it will be created above the rule. Now you may have to adjust the y value if we're using a different aren't Sprite. So if you don't see the items at all try increasing the y value because it may be getting deleted for being outside the room.

Now for the layer I'll type islands, so this layer must exist in the room and I leave the target empty. This basically shows the created instances ID to a variable, but we don't need that. Now I'll add the alarm action. I'll set alarm zero to 60. So this way the alarms your event will keep running each second and creating our instances. Now I'll open the room and select the instances layer.

I'll place the manager object in the room and Daniel run the game and you can see that more oil and chances are being created by the manager. Now let's move on to the next lecture we will implement shooting

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