Setting up the bomb pickup and bomb explosion.

In this tutorial we’ll create the schematics to pick up bomb crates and exploding bombs.

Bomb Pickup: Schematic

First, we’ll set up the bomb pickup schematic. The bomb crate works like the health crate – it will float down from the sky and land on the ground. When the player enters the trigger machine playing the schematic, he will get a defined number of bombs (object variable).

Open the Makinom editor, navigate to Schematics and create a new schematic. Change the following settings.

2d_platformer_10_bomb_pickup1

Is Payer

Add > Game > Player > Is Player

First, we’ll check if the starting object is the player.

Check Object

  • Object
    Select Starting Object.

Start Tagged Machine

Add > Machine > Start Tagged Machine

In case it’s not the player, we try landing the crate.

This node is connected to the Failed slot of the Is Player node.

  • Share Local Variables
    Disable this setting.
  • Wait
    Enable this setting.

Machine Object

  • Object
    Select Machine Object.

Starting Object

  • Object
    Select Starting Object.

Tag Settings

Click on Add Tag to add a starting tag.

  • Tag
    Set to land.

Change Variables

Add > Value > Variable > Change Variables

We’ll use this node to add a bomb to the player’s bomb counter.

Click on Add Variable to add a variable change.

  • Change Type
    Select Variable.
  • Variable Key
    Set to bombs.
  • Variable Origin
    Select Global.
  • Type
    Select Int.
  • Operator
    Select Add.
  • Float Type
    Select Int Variable.
  • Variable Key
    Set to bombCount.
  • Variable Origin
    Select Object.
  • Object
    Select Machine Object.

Play Sound At Point

Add > Animation + Audio > Audio > Play Sound At Point

We’ll use this node to play a taunt sound of the player.

Position

  • Vector3 Type
    Select Game Object.
  • Object
    Select Machine Object.
  • Value Origin
    Select Position.

Audio Settings

  • Audio Clip
    Select Select Audio Clip and Player-IDefyYou.
    The audio clip can be found at Assets/Tutorial Resources/Audio/Player/Taunts/.
  • Wait
    Disable this setting.
  • Volume
    Set to 1 (Value).

Destroy Object

Finally, we’ll destroy the crate’s game object from the root (in case it’s still hanging on the parachute).

Destroy Object

  • Object
    Select Machine Object.
  • Use Root
    Enable this setting.

That’s it for the schematic – click on Save Schematic and save it as BombPickup in Assets/Schematics/.

Bomb Force: Schematic

Next, we’ll create a schematic that will be used by the bomb’s explosion schematic to push enemies away from the bomb when it explodes.

Create a new schematic and change the following settings.

2d_platformer_10_bomb_pickup2

Change Variables

Add > Value > Variable > Change Variables

We’ll use this node to store the force we’ll be using to push away the enemy. We’ll first get the direction of the force by subtracting the bomb’s position (starting obejct) from the enemy’s position (machine object).

Click on Add Variable to add a variable change. First we’ll store the enemy’s position.

  • Change Type
    Select Variable.
  • Variable Key
    Set to force.
  • Variable Origin
    Select Local.
  • Type
    Select Vector3.
  • Operator
    Select Set.
  • Vector3 Type
    Select Game Object.
  • Object
    Select Machine Object.
  • Value Origin
    Select Position.

Copy the previous variable change. Now we’ll subtract the bomb’s position.

  • Operator
    Select Sub.
  • Vector3 Type
    Select Game Object.
  • Object
    Select Starting Object.
  • Value Origin
    Select Position.

Vector3 Multiply

Add > Value > Vector > Vector3 Multiply

We’ll use this node to multiply the force direction we just calculated by 100 to push the enemy away.

Variable Settings

  • Variable Key
    Set to force.
  • Variable Origin
    Select Local.
  • Operator
    Select Set.

Vector3 Value

  • Vector3 Type
    Select Vector3 Variable.
  • Variable Key
    Set to force.
  • Variable Origin
    Select Local.

Multiply By

  • Multiply By
    Set to 100 (Value).

Rigidbody Add Force

Add > Game Object > Rigidbody > Rigidbody Add Force

Finally, we’ll add the force to the enemy’s rigidbody.

Rigidbody Object

  • Object
    Select Machine Object.

Force Settings

  • Use 2D
    Enable this setting.
  • Continue Force
    Disable this setting.

Force

  • Vector3 Type
    Select Vector3 Variable.
  • Variable Key
    Set to force.
  • Variable Origin
    Select Local.

That’s it for the schematic – click on Save Schematic and save it as BombForce in Assets/Schematics/.

Bomb Explosion: Schematic

Next, we’ll set up the bomb’s explosion schematic. The explosion will kill all enemies within a defined radius (local start variable).

Create a new schematic and change the following settings.

2d_platformer_10_bomb_pickup3

Settings

We need 1 actor and 1 prefab.

Actors

We’ll use an explosion particle effect that’s already placed in the scene as actor. Actors are game objects that are already present in the scene – unline prefabs, we don’t need to spawn them.

Click on Add Actor to add an actor.

  • Type
    Select Game Object.
  • Find Object
    Enable this setting.
  • Search Type
    Select Name.
  • Search Name
    Set to explosionParticle.

Prefabs

We’ll spawn a circle shaped prefab to show the explosion radius.

Click on Add Prefab Resource to add a prefab resource.

  • Name
    Set to Circle.
  • Prefab
    Select explosionCircle.
    The prefab can be found at Assets/Tutorial Resources/Prefabs/Pickups/.

Check Shape

Add > Game Object > Raycast > Check Shape

We’ll use this node to get all enemies within a circle around the bomb.

Shape Settings

  • Shape
    Select Circle 2D.
  • Check All
    Enable this setting.
  • Single Objects
    Enable this setting.

The Origin defines where the center of the circle is – it’ll be the bomb’s position.

  • Vector3 Type
    Select Game Object.
  • Object
    Select Machine Object.
  • Value Origin
    Select Position.

The Radius defines the size of the explosion.

  • Float Type
    Select Float Variable.
  • Variable Key
    Set to radius.
  • Variable Origin
    Select Local.

The Layer Mask defines which layers we’ll check for objects.

  • Float Type
    Select Layer Mask and Enemies.

We’ll use Filter Game Objects to only use game objects tagged Enemy.

  • Use Filter
    Enable this setting.

Click on Add Object Check to add a filter.

  • Check Type
    Select Tag.
  • Name
    Set to Enemy.
  • Check Type
    Select Is Equal.
  • Is Valid
    Enable this setting.

Hit Game Object

We need to use the found game objects in the next steps, so we’ll set them to the local selected data hitObject.

  • Use Hit Object
    Select Selected Data.
  • Data Key
    Set to hitObject.
  • Data Origin
    Select Local.
  • Change Type
    Select Set.

Start Machine

Add > Machine > Start Machine

We’ll use this node to push away the enemies with the BombForce schematic.

This node is connected to the Success slot of the Check Shape node (i.e. we’ve found enemies in the explosion radius).

  • Schematic Asset
    Select BombForce.
  • Execution Type
    Select Single.
  • Update Type
    Select Update.
  • Share Local Variables
    Disable this setting.
  • Share Selected Data
    Disable this setting.
  • Wait Between
    Disable this setting.

Machine Object

  • Object
    Select Selected Data.
  • Data Key
    Set to hitObject.
  • Data Origin
    Select Local.

Starting Object

  • Object
    Select Machine Object.

Start Tagged Machine

Add > Machine > Start Tagged Machine

We’ll use this node to kill the enemies by starting their tagged machine with the die tag.

  • Share Local Variables
    Disable this setting.
  • Wait Between
    Disable this setting.

Machine Object

  • Object
    Select Selected Data.
  • Data Key
    Set to hitObject.
  • Data Origin
    Select Local.

Starting Object

  • Object
    Select Machine Object.

Tag Settings

Click on Add Tag to add a starting tag.

  • Tag
    Set to die.

Play Sound At Point

Add > Animation + Audio > Audio > Play Sound At Point

We’ll use this node to play an explosion sound.

This node is connected to the Next slot of the previous node and the Failed slot of the Check Shape node (i.e. we didn’t find enemies, but the bomb still explodes).

Position

  • Vector3 Type
    Select Game Object.
  • Object
    Select Machine Object.
  • Value Origin
    Select Position.

Audio Settings

  • Audio Clip
    Select Select Audio Clip and bigBoom.
    The audio clip can be found at Assets/Tutorial Resources/Audio/FX/.
  • Wait
    Disable this setting.
  • Volume
    Set to 1 (Value).

Change Position

Add > Movement > Movement > Change Position

We’ll use this node to place the explosion particle actor at the bomb’s position.

Moving Object

  • Object
    Select Actor 0: explosionParticle.

Target Position

  • To Object
    Enable this setting.
  • Object
    Select Machine Object.

Emit Particles

Add > Game Object > Component > Emit Particles

We’ll use this node to start the explosion particle effect.

  • Emit
    Enable this setting.
  • Stop Before Start
    Enable this setting.

Target Object

  • Object
    Select Actor 0: explosionParticle.
  • Scope
    Select Single.

Spawn Prefab

Add > Game Object > Prefab > Spawn Prefab

We’ll use this node to spawn the circle prefab.

  • Prefab
    Select Prefab 0: Circle.
  • Target Type
    Select Object.

Target Object

  • Object
    Select Machine Object.

Destroy Prefab

Add > Game Object > Prefab > Destroy Prefab

We’ll use this node to destroy the circle prefab after 0.1 seconds.

  • Prefab
    Select Prefab 0: Circle.
  • Spawned Prefab ID
    Set to -1.
  • Destroy After Time
    Enable this setting.
  • Time (s)
    Set to 0.1.
  • Wait
    Disable this setting.

Start Global Machine

Add > Machine > Start Global Machine

We’ll use this node to start the global machine handling the pickup spawning – we’ll set it up later, so just select the first global machine that we’ll use later. Exploding the bomb will result in the next pickup being spawned after some time.

  • Global Machine
    Select 0: Default.
  • Wait
    Disable this setting.

Machine Object

  • Object
    Select Player.

Starting Object

  • Object
    Select Player.

Destroy Object

Add > Game Object > Game Object > Destroy Object

Finally, we’ll destroy the bomb – since we’ll also use this schematic on the bomb crate (which can explode when hit by a rocket), we’ll destroy the bomb from the root, in case the crate is still attached to the parachute.

  • Object
    Select Machine Object.
  • Use Root
    Enable this setting.

And that’s it for the schematic – click on Save Schematic and save it as BombExplosion in Assets/Schematics/.

The next tutorial will handle laying bombs and bomb prefabs.