Setting up the enemy’s movement.

In this tutorial we’ll set up a schematic to handle the enemy’s movement and attacking the player.

Enemy: Schematic

First, we’ll set up the schematic handling the enemy mechanics. Enemies will only move every 2nd turn, i.e. they’ll skip turns (marked by a bool object variable). The movement of the enemy will depend on the position in relation to the player. If the enemy is beside the player, he will attack him (when not skipping a turn).

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

2d_roguelike_07_enemy_mechanics1

Settings

We’ll add an audio clip resource to play a random attack sound effect.

Audio Clips

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

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

We need 2 audio clips, add the needed amount by clicking on Add Audio Clip.

  • Audio Clip
    Select scavengers_enemy1 and scavengers_enemy2.
    The audio clips can be found at Assets/Tutorial Resources/Audio/.

Check Variables

Add > Value > Variable > Check Variables

We’ll use this node to check if the enemy will skip this turn.

Click on Add Variable to add a variable condition.

  • Condition Type
    Select Variable.
  • Variable Key
    Set to skipMove.
  • Variable Origin
    Select Object.
  • Object
    Select Machine Object.
  • Is Valid
    Enable this setting.
  • Exists
    Disable this setting.
  • Type
    Select Bool.

Change Variables

Add > Value > Variable > Change Variables

We’ll use this node to disable skipMove – the enemy will move the next turn.

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

Click on Add Variable to add a variable change.

  • Change Type
    Select Variable.
  • Variable Key
    Set to skipMove.
  • Variable Origin
    Select Object.
  • Object
    Select Machine Object.
  • Type
    Select Bool.
  • Bool Type
    Select Value.
  • Bool Value
    Disable this setting.

Change Variables

Add > Value > Variable > Change Variables

Copy the previous Change Variables node – we’ll use this node to enable skipMove to skip the next turn.

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

Change the following settings.

  • Bool Value
    Enable this setting.

Check Value

Add > Value > Check Value

This node is used to check 2 values against each other. We’ll use it to check the X-axis position of player and enemy to determine if the enemy will move vertically or horizontally.

  • Value
    Select Game Object and X.
  • Object
    Select Machine Object.
  • Value Origin
    Select Position.
  • Check Type
    Select Approximately.
  • Check Value
    Select Game Object and X.
  • Object
    Select Player.
  • Value Origin
    Select Position.

Check Value

Add > Value > Check Value

We’ll use it to check if the Y-axis position of player and enemy to determine the enemy’s vertical movement.

This node is connected to the Success slot of the previous Check Value node.

  • Value
    Select Game Object and Y.
  • Object
    Select Machine Object.
  • Value Origin
    Select Position.
  • Check Type
    Select Is Less Equal.
  • Check Value
    Select Game Object and Y.
  • Object
    Select Player.
  • Value Origin
    Select Position.

Change Variables

Add > Value > Variable > Change Variables

We’ll use this node to set the enemy’s move direction (local Vector3 variable) – we’ll move upwards (vertical movement).

This node is connected to the Success slot of the previous Check Value node (checking if enemy Y is less equal player Y).

Click on Add Variable to add a variable change.

  • Change Type
    Select Variable.
  • Variable Key
    Set to direction.
  • Variable Origin
    Select Local.
  • Type
    Select Vector3.
  • Vector3 Type
    Select Set Axis.
  • X-Axis
    Set to 0 (Value).
  • Y-Axis
    Set to 1 (Value).
  • Z-Axis
    Set to 0 (Value).

Change Variables

Add > Value > Variable > Change Variables

We’ll use this node to set the enemy’s move direction (local Vector3 variable) – we’ll move downwards (vertical movement).

This node is connected to the Failed slot of the previous Check Value node (checking if enemy Y is less equal player Y).

Click on Add Variable to add a variable change.

  • Change Type
    Select Variable.
  • Variable Key
    Set to direction.
  • Variable Origin
    Select Local.
  • Type
    Select Vector3.
  • Vector3 Type
    Select Set Axis.
  • X-Axis
    Set to 0 (Value).
  • Y-Axis
    Set to -1 (Value).
  • Z-Axis
    Set to 0 (Value).

Check Value

Add > Value > Check Value

We’ll use it to check if the X-axis position of player and enemy to determine the enemy’s horizontal movement.

This node is connected to the Failed slot of the first Check Value node (checking enemy X approximately player X).

  • Value
    Select Game Object and X.
  • Object
    Select Machine Object.
  • Value Origin
    Select Position.
  • Check Type
    Select Is Less Equal.
  • Check Value
    Select Game Object and X.
  • Object
    Select Player.
  • Value Origin
    Select Position.

Change Variables

Add > Value > Variable > Change Variables

We’ll use this node to set the enemy’s move direction (local Vector3 variable) – we’ll move right (horizontal movement).

This node is connected to the Success slot of the previous Check Value node (checking if enemy X is less equal player X).

Click on Add Variable to add a variable change.

  • Change Type
    Select Variable.
  • Variable Key
    Set to direction.
  • Variable Origin
    Select Local.
  • Type
    Select Vector3.
  • Vector3 Type
    Select Set Axis.
  • X-Axis
    Set to 1 (Value).
  • Y-Axis
    Set to 0 (Value).
  • Z-Axis
    Set to 0 (Value).

Change Variables

Add > Value > Variable > Change Variables

We’ll use this node to set the enemy’s move direction (local Vector3 variable) – we’ll move left (horizontal movement).

This node is connected to the Failed slot of the previous Check Value node (checking if enemy X is less equal player X).

Click on Add Variable to add a variable change.

  • Change Type
    Select Variable.
  • Variable Key
    Set to direction.
  • Variable Origin
    Select Local.
  • Type
    Select Vector3.
  • Vector3 Type
    Select Set Axis.
  • X-Axis
    Set to -1 (Value).
  • Y-Axis
    Set to 0 (Value).
  • Z-Axis
    Set to 0 (Value).

Raycast

Add > Game Object > Raycast > Raycast

We’ll use this node to check if something is on the tile the enemy is moving to.

We will store the game object we’ve hit with the raycast.

Raycast Settings

  • Raycast Origin
    Select Game Object.
  • Distance
    Set to 1.
  • Layer Mask
    Select BlockingLayer.
    To only select the BlockingLayer layer, select Nothing first.
  • Object
    Select Machine Object.
  • Vector3 Type (Direction)
    Select Vector3 Variable.
  • Variable Key
    Set to direction.
  • Variable Origin
    Select Local.

We need to make sure that the enemy isn’t found by the raycast, so we’ll use Filter Game Objects.

  • Use Filter
    Enable this setting.

Click on Add Excluded Object to add a game object that will be ignored by the raycast.

  • Object
    Select Machine Object.

Hit Game Object

We want the game object that was hit to be used as Selected Data. We’ll use the found game object in the following nodes.

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

Change Position

Add > Movement > Movement > Change Position

We’ll use this node to move the enemy (fading) on the next tile.

This node is connected to the Failed slot of the Raycast node – i.e. when the enemy can move.

Moving Object

  • Object
    Select Machine Object.
  • Move Component
    Select Rigidbody 2D.
  • Move Function
    Select Move Position.

Target Position

  • To Object
    Disable this setting.

Position

  • Vector3 Type
    Select Vector3 Variable.
  • Variable Key
    Set to direction.
  • Variable Origin
    Select Local.
  • Local Position
    Enable this setting.
    We’ll use the direction we’ve set using the input keys as an offset to the current position of the player.

Move Settings

  • Move
    Enable this setting.
  • Wait
    Enable this setting.
  • Apply Gravity
    Disable this setting.
  • Move By Speed
    Disable this setting.
  • Time (s)
    Set to 0.1.

Is Player

Add > Game > Player > Is Player

This node is used to check if a game object is the player. We’ll use it to check the game object we hit with the raycast.

This node is connected to the Success slot of the Raycast node – i.e. when something is blocking the way.

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

Play Mecanim Animation

Add > Animation + Audio > Mecanim > Play Mecanim Animation

We’ll use this node to play the enemy’s attack animation by setting the enemyAttack trigger parameter.

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

Click on Add Parameter to add an parameter that will be changed.

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

Play Mecanim Animation

Add > Animation + Audio > Mecanim > Play Mecanim Animation

We’ll use this node to play the player’s damage animation by setting the playerHit trigger parameter.

  • Object
    Select Selected Data.
  • Data Key
    Set to hitObject.
  • Data Origin
    Select Local.
  • Play Mode
    Select None.

Click on Add Parameter to add an parameter that will be changed.

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

Play Sound

Add > Animation + Audio > Audio > Play Sound

We’ll use this node to play the attack sound with a random pitch.

Play On

  • Object
    Select Machine Object.

Audio Settings

  • Audio Clip
    Select 0: Attack.
  • Play One Shot
    Enable this setting.
  • Volume
    Set to 1.
  • Set Pitch
    Enable this setting.
  • Random Pitch
    Enable this setting.
  • Pitch
    Set to 0.95.
  • Pitch 2
    Set to 1.05.

Change Variables

Add > Value > Variable > Change Variables

We’ll use this node to decrease the player’s food by the enemy’s object variable damage.

Click on Add Variable to add a variable change.

  • Change Type
    Select Variable.
  • Variable Key
    Set to food.
  • Variable Origin
    Select Global.
  • Type
    Select Int.
  • Operator
    Select Sub.
  • Float Value
    Select Int Variable.
  • Variable Key
    Set to damage.
  • Variable Origin
    Select Object.
  • Object
    Select Machine Object.

Start Tagged Machine

Add > Machine > Start Tagged Machine

We’ve reduced the player’s food – now we need to check if all food is gone, i.e. game over.

Checking for game over will be handled by another schematic – we’ll set it up later, so for now we only try to start it’s tagged machine.

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

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

Setting up the Enemies

Now, we’ll set up object variables and a tagged machine handling the enemy’s mechanic (will be started by the GameManager) on the enemy prefabs. The following steps are the same for both enemy prefabs (Enemy1 and Enemy2, you can find the prefabs at Assets/Tutorial Resources/Prefabs/).

You can copy the components by right clicking on the name of the component and selecting Copy Component. Select the other enemy prefab and paste the component by right clicking on a component’s name and selecting Paste Component As New.

Object Variables

First, we’ll add an Object Variables component to store the enemy’s damage. Add the component to the prefab (e.g. using the component menu: Makinom > Scenes > Object Variables) and change the following settings.

  • Local Variables
    Enable this setting.
  • Always Initialize
    Enable this setting.

Click on Add Variable to add a variable to the object variables.

  • Variable Key
    Set to damage.
    Select the Value string type.
  • Type
    Select Int.
  • Operator
    Select Set.
  • Float Value
    Enemy1: Set to 10 (Value).
    Enemy2: Set to 20 (Value).

Tagged Machine

Now, we’ll add the Enemy schematic with a tagged machine. Add the component to the prefab (e.g. using the component menu: Makinom > Machines > Tagged Machine) and change the following settings.

Start Settings

Click on Add Starting Tag to add a tag that can start this machine.

  • Starting Tag
    Set to enemy.

Machine Execution Settings

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

And that’s it for the enemy prefabs – since we’ve worked directly on the prefabs, we don’t need to apply the changes.

Testing

Click on Play to test the game. The enemies are now also moving and attacking the player – but the player can’t die just yet …

2d_roguelike_07_enemy_mechanics2

The next tutorial will handle game over.