What makes a good space shooter




















By purchasing a Guided Project, you'll get everything you need to complete the Guided Project including access to a cloud desktop workspace through your web browser that contains the files and software you need to get started, plus step-by-step video instruction from a subject matter expert.

Because your workspace contains a cloud desktop that is sized for a laptop or desktop computer, Guided Projects are not available on your mobile device. Guided Project instructors are subject matter experts who have experience in the skill, tool or domain of their project and are passionate about sharing their knowledge to impact millions of learners around the world. You can download and keep any of your created files from the Guided Project. Guided Projects are not eligible for refunds.

See our full refund policy. At the top of the page, you can press on the experience level for this Guided Project to view any knowledge prerequisites. For every level of Guided Project, your instructor will walk you through step-by-step. Can I complete this Guided Project right through my web browser, instead of installing special software? Yes, everything you need to complete your Guided Project will be available in a cloud desktop that is available in your browser. You'll learn by doing through completing tasks in a split-screen environment directly in your browser.

On the left side of the screen, you'll complete the task in your workspace. On the right side of the screen, you'll watch an instructor walk you through the project, step-by-step. More questions? Visit the Learner Help Center. Browse Chevron Right. Computer Science Chevron Right. Software Development.

Pretty dumb concept. Thank you for the feedback. We're evaluating the difficulty curve to make it more suitable to most players. We will transfer your comment to our dev team to consider making changes. Hope to get better ratings from you soon. The following data may be used to track you across apps and websites owned by other companies:. The following data may be collected but it is not linked to your identity:.

Privacy practices may vary, for example, based on the features you use or your age. Learn More. With Family Sharing set up, up to six family members can use this app. App Store Preview. Screenshots iPad iPhone. Nov 7, Version 5. Ratings and Reviews. Battle Pass IV. Unlock all valuable rewards for every quest.

The most powerful ships at the best price. Buy 50 Crystal with 9. Mythical Pack. Buy 10 Mythical Chests with App Privacy. Size Category Games. Compatibility iPhone Requires iOS Mac Requires macOS Languages English.

Price Free. Most of the magic will happen in the Login function:. In the above code, we are defining our Realm application based on the application id.

Next we are attempting to log into the application using email and password authentication, something we had previously configured in the web dashboard. If successful, we are getting an instance of our Realm to work with going forward. The data to be synchronized is based on our partition field which in this case is the email address. This means we're only synchronizing data for this particular email address. If all goes smooth with the login, the id for the user is returned. At some point in time, we're going to need to load the player data.

This is where the GetPlayerProfile function comes in:. What we're doing is we're taking the current Realm instance and we're finding a particular player profile based on the id. If one does not exist, then we create one using the current id. In the end, we're returning a player profile, whether it be one that we had been using or a fresh one. We know that we're going to be working with score data in our game. We need to be able to increase the score, reset the score, and calculate the high score for a player.

Starting with the IncreaseScore , we have the following:. First we get the player profile and then we take whatever score is associated with it and increase it by one. With Realm we can work with our objects like native C objects. The exception is that when we want to write, we have to wrap it in a Write block.

Reads we don't have to. Next let's look at the ResetScore function:. In the end we want to zero out the score, but we also want to see if our current score is the highest score before we do. We can do all this within the Write block and it will synchronize to the server. Finally we have our two functions to tell us if a certain blaster is available to us:.

The reason our blasters are data dependent is because we may want to unlock them based on points or through a micro-transaction. In this case, maybe Realm Sync takes care of it. The IsCrossBlasterEnabled function isn't much different:. The difference is we are using a different field from our data model. With the Realm logic in place for the game, we can focus on giving the other game objects life through scripts.

Almost every game object that we've created will be receiving a script with logic. To keep the flow appropriate, we're going to add logic in a natural progression. This means we're going to start with the LoginScene and each of the game objects that live in it. For the LoginScene , only two game objects will be receiving scripts:. Since we already have a RealmController. There's not a whole lot going on since the backbone of this script is in the RealmController.

What we're doing in the LoginController. When the script starts, we're going to default the values of our input fields and we're going to assign a click event listener to the button. When the button is clicked, the Login function from the RealmController. If we get an id back, we know we were successful so we can switch to the next scene.

The Update method isn't a complete necessity, but if you want to be able to quit the game with the escape key, that is what this particular piece of logic does. Attach the LoginController. Remember, we defined public variables for each of the UI components. We just need to tell Unity what they are by linking them in the inspector. The LoginScene logic is complete. Can you believe it? The MainScene has a lot more going on, but we'll break down what's happening.

Let's start with something you don't actually see but that controls all of our prefab instances. I'm talking about the object pooling script. In short, creating and destroying game objects on-demand is resource intensive. Instead, we should create a fixed amount of game objects when the game loads and hide them or show them based on when they are needed.

This is what an object pool does. The above object pooling logic is not code optimized because I wanted to keep it readable. If you want to see an optimized version, check out a previous tutorial I wrote on the subject.

So let's break down what we're doing in this object pool. These need to be pooled because there could be more than one of the same object at any given time. We're using public variables for each of the game objects and quantities so that we can properly link them to actual game objects in the Unity IDE.

Like with the RealmController. In the Start method, we are instantiating a game object, as per the quantities defined through the Unity IDE, and adding them to a list.

Ideally the linked game object should be one of the prefabs that we previously defined. The list of instantiated game objects represent our pools. We have four object pools to pull from. Pulling from the pool is as simple as creating a function for each pool and seeing what's available.

Take the GetPooledEnemy function for example:. In the above code, we loop through each object in our pool, in this case enemies. If an object is inactive it means we can pull it and use it.

If our pool is depleted, then we either defined too small of a pool or we need to wait until something is available. I like to pool about 50 of each game object even if I only ever plan to use Doesn't hurt to have excess as it's still less resource-heavy than creating and destroying game objects as needed.

The ObjectPool. After attaching, make sure you assign your prefabs and the pooled quantities using the game object inspector within the Unity IDE. We need to create a script that will control the flow of our game. There's a diverse set of things happening in the above script, so let's break them down. We're going to use these variables to define when a new enemy should be activated.

The timeUntilEnemy represents how much actual time from the current time until a new enemy should be pulled from the object pool. It's boring to have all enemies appear after a fixed amount of time, so the minimum and maximum values keep things interesting. When we attach this script to the GameController game object, you're going to want to assign the other components in the game object inspector. This brings us to the OnEnable method:. The OnEnable method is where we're going to get our current player profile and then update the score values visually based on the data stored in the player profile.

The Update method will continuously update those score values for as long as the scene is showing. In the Update method, every time it's called, we subtract the delta time from our timeUntilEnemy variable.

When the value is zero, we attempt to get a new enemy from the object pool and then reset the timer. Outside of the object pooling, we're also checking to see if the other blasters have become enabled. If they have been, we can update the game object status for our sprites. This will allow us to easily show and hide these sprites. If you haven't already, attach the GameController. Remember to update any values for the script within the game object inspector.

If we were to run the game, every enemy would have the same position and they would not be moving. We need to assign logic to the enemies. When the enemy is pulled from the object pool, the game object becomes enabled. So the OnEnable method picks a random y-axis position for the game object. For every frame, the Update method will move the game object along the x-axis.

If the game object goes off the screen, we can safely add it back into the object pool. The OnTriggerEnter2D method is for our collision detection. We're not doing physics collisions so this method just tells us if the objects have touched. If the current game object, in this case the enemy, has collided with a game object tagged as a weapon, then add the enemy back into the queue and increase the score. By now, your game probably looks something like this, minus the animations:.

Space Shooter Enemies. We won't be worrying about animations in this tutorial.



0コメント

  • 1000 / 1000