June
15
2015

Setting up the player’s damage, death and the fall remover.

In this tutorial we’ll create 2 schematics – one handling the player taking damage from enemies and death, the other removing everything that falls into the river (with a splash) and restarting the game if the player died.

Player Damage: Schematic

First, we’ll create the schematic that handles the player taking damage from touching enemies and dying when the health is gone. The schematic will be added to the player using a collision machine.

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

2d_platformer_08_player_damage1

Settings

We’ll add an audio clip resource that will be played when the player takes damage.

Audio Clips

Click on Add Audio Clip Resource to add an audio clip resource.

  • Name
    Set to Ouch.
  • Use Order
    Select Random.

We’ll use 4 audio clips, click on Add Audio Clip to add more clips.

  • Audio Clip
    Select Player-ouch1 to Player-ouch4.
    The audio clips can be found at Assets/Tutorial Resources/Audio/Player/Ouch/.

Change Variables

Add > Value > Variable > Change Variables

We’ll use this node to change the player’s health using the enemy’s damage, and store the force that we’ll use to push the player away from the enemy.

Click on Add Variable to add a variable change.

  • Change Type
    Select Variable.
  • Variable Key
    Set to health.
  • Variable Origin
    Select Object.
  • Object
    Select Machine Object.
  • Type
    Select Int.
  • Operator
    Select Sub.
  • Float Type
    Select Int Variable.
  • Variable Key
    Set to damage.
  • Variable Origin
    Select Object.
  • Object
    Select Starting Object.

Click on Add Variable again to add another variable change.

  • 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 and change the following settings.

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

Again, copy the previous variable change.

  • Operator
    Select Add.
  • Vector3 Type
    Select Value.
  • Value
    Set to X=0, Y=5, Z=0.

Rigidbody Add Force

Add > Game Object > Rigidbody > Rigidbody Add Force

We’ll use this node to push the player away from the enemy, using the force we just stored.

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.

Check Variables

Add > Value > Variable > Check Variables

We’ll use this node to check if the player’s health reached 0.

Click on Add Variable to add a variable condition.

  • Condition Type
    Select Variable.
  • Variable Key
    Set to health.
  • Variable Origin
    Select Object.
  • Object
    Select Machine Object.
  • Is Valid
    Enable this setting.
  • Exists
    Enable this setting.
  • Type
    Select Int.
  • Check Type
    Select Is Less Equal.
  • Check Value
    Set to 0 (Value).

Collider Change Trigger

Add > Game Object > Collider > Collider Change Trigger

The following nodes handle the player’s death. We’ll use this node to set the colliders on the player to be triggers, letting him fall through the ground.

This node is connected to the Success slot of the Check Variables node.

Collider Object

  • Use 2D
    Enable this setting.
  • Object
    Select Machine Object.
  • Scope
    Select All.
  • Bool Value
    Enable this setting.

Change Sorting Layer

Add > Game Object > Renderer > Change Sorting Layer

We’ll use this node to change the sorting layer of the player to have him nicely display above the rest of the level while falling down.

Sorting Layer

  • Change Sorting Layer
    Enable this setting.
  • Change Layer Name
    Enable this setting.
  • Layer Name
    Set to UI.

Object

  • Object
    Select Machine Object.
  • Scope
    Select All In Children.

Change Game State

Add > Game > Game > Change Game State

We need to inactivate the In Control game state to stop the player controls.

  • Game State
    Select In Control.
  • Set State
    Select Inactive.

Play Mecanim Animation

Add > Animation + Audio > Mecanim > Play Mecanim Animation

Finally, we’ll play the player’s death animation by setting the Die trigger parameter.

  • Object
    Select Machine Object.
  • Play Mode
    Select None.

Click on Add Parameter to add a parameter change.

  • Parameter Name
    Set to Die.
  • Parameter Type
    Select Trigger.

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

Player Damage: Collision Machine

Now, we’ll add the schematic to the player using a collision machine. We’ll limit the machine to only start when colliding with game objects tagged Enemy.

Select the hero game object in the scene hierarchy, add a collission machine component (e.g. using the component menu: Makinom > Machines > Collision Machine) and change the following settings.

Start Settings

  • Collision Enter
    Enable this setting.
  • Collision Stay
    Enable this setting.
    When the player keeps colliding with the enemy, we want to continue to take damage.
  • Start By Other
    Enable this setting.

Click on Add Check to add a game object check for the objects we collide with.

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

Machine Execution Settings

  • Asset Type
    Select Schematic.
  • Schematic Asset
    Select PlayerDamage.
  • Execution Type
    Select Single.
  • Update Type
    Select Update.
  • End Delay Time (s)
    Set to 0.5.
    This will let the player only take damage every 0.5 seconds.

That’s it for the player’s game object – apply the changes to the prefab by clicking on Apply (top of the inspector).

Fall Remover: Schematic

Next, we’ll set up the schematic that will remove everything that falls into the river. When something falls into the river, we’ll display a splash effect and – if the game object is the player – restart the game. The player falling into the river can happen in 2 ways – the player running into it, or the player dying and falling down – both result in game over.

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

2d_platformer_08_player_damage2

Settings

We’ll display a splash game object (an animated sprite) at the position something fell into the river, i.e. we need a prefab resource.

Prefabs

Click on Add Prefab Resource to add a prefab resource

  • Name
    Set to Splash.
  • Prefab
    Select splash.
    The prefab can be found at Assets/Tutorial Resources/Prefabs/Environment/.

Spawn Prefab

Add > Game Object > Prefab > Spawn Prefab

We’ll use this node to spawn the splash prefab at the position of the game object that fell into the river.

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

Target Object

  • Object
    Select Starting Object.

Destroy Prefab

Add > Game Object > Prefab > Destroy Prefab

We’ll use this node to destroy the splash prefab after 0.5 seconds.

  • Prefab
    Select Prefab 0: Splash.
  • Spawned Prefab ID
    Set to -1.
  • Destroy After Time
    Enable this setting.
  • Time (s)
    Set to 0.5.
  • Wait
    Disable this setting.

Play Sound At Point

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

We’ll use this node to play a splash sound at the position something fell into the river.

Position

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

Audio Settings

  • Audio Clip
    Select Select Audio Clip and waterSplash.
  • Wait
    Disable this setting.
  • Volume
    Set to 1 (Value).

Is Payer

Add > Game > Player > Is Player

We’ll use this node to check if the game object is the player.

  • Object
    Select Starting Object.

Destroy Object

Add > Game Object > Game Object > Destroy Object

In case the game object isn’t the player, we’ll destroy it immediately.

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

  • Object
    Select Starting Object.

Change Game State

Add > Game > Game > Change Game State

In case the game object is the player, we’ll inactivate the In Control game state (stopping the controls).

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

  • Game State
    Select In Control.
  • Set State
    Select Inactive.

Destroy Object

Add > Game Object > Game Object > Destroy Object

Now we’ll destroy the player.

  • Object
    Select Starting Object.

Stop Global Machine

Add > Machine > Stop Global Machine

We’ll use this node to stop a running global machine that handles spawning pickups. We haven’t yet set it up, so just select the first global machine in the list, we’ll set it up later for spawning the pickups.

  • Global Machine
    Select 0: Default.

Wait

Add > Base > Wait

We’ll wait for 2 seconds before reloading the scene.

  • Time (s)
    Set to 2 (Value).

Load Scene

Add > Game > Scene > Load Scene

We’ll use this node to reload the scene.

  • Reload Scene
    Enable this setting.
  • Position Type
    Select None.

Fade In Screen

  • Wait Fade In
    Disable this setting.

Change Variables

Add > Value > Variable > Change Variables

We’ll use this node to reset the score and bombs carried by the player.

Click on Add Variable to add a variable change.

  • Change Type
    Select Variable.
  • Variable Key
    Set to score.
  • Variable Origin
    Select Global.
  • Type
    Select Int.
  • Operator
    Select Set.
  • Float Value
    Set to 0 (Value).

Click on Add Variable again to add another variable change.

  • Change Type
    Select Variable.
  • Variable Key
    Set to bombs.
  • Variable Origin
    Select Global.
  • Type
    Select Int.
  • Operator
    Select Set.
  • Float Value
    Set to 0 (Value).

Change Game State

Add > Game > Game > Change Game State

Finally, we’ll activate the In Control game state to allow the player controls again (this is already after reloading the scene).

  • Game State
    Select In Control.
  • Set State
    Select Active.

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

Fall Remover: Trigger Machine

The FallRemover schematic will be added to the killTrigger game object in the scene. Select it in the scene hierarchy and add a trigger machine component (e.g. using the component menu: Makinom > Machines > Trigger Machine). Change the following settings.

Start Settings

  • Trigger Enter
    Enable this setting.
  • Start By Other
    Enable this setting.

Machine Execution Settings

  • Asset Type
    Select Schematic.
  • Schematic Asset
    Select FallRemover.
  • Execution Type
    Select Single.
  • Update Type
    Select Update.

And that’s it for now – don’t forget to save the scene.

Testing

Click on Play to start the game. The player can now take damage and be killed. Falling into the river will reload the scene (i.e. game over).

2d_platformer_08_player_damage3

The next tutorial will handle the health pickup.