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Let's create a new enemy type
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To add some variety to the game
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But also to provide us with the ability to increase the difficulty as
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Game goes on
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So once we implement this enemy type were going to
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2
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Amend our enemy manager so that it starts spawning the new anime type
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As we get into the game
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So go ahead and go to York any assets your child
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And let's open up tilemap pack
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Hairlicious take a look and see what enemies we want to introduce now
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We probably should use an enemy that is slightly different than the right
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So I'm thinking either
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The spider or the dark wizard here I think the dark wizard would be
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Find Dad
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So let's choose
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This guy right here
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I'm going to go to the individual tiles directory and I'm going to scroll down until I
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Find him
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There's the wizard
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Ok so that wizard is tile 011
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Subtitled by
online-courses.club
We compress knowledge for you!
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1.png
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Win a drag that over into the file system in Cadell
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And I'm going to rename this to
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Wizard
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Underscore
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Ok and then under scenes
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And then game object
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Let's create a new folder under
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And call it wizard
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Underscore Enemy At The End just to be
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Consistent with the basic enemy that we've got
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Drag that wizard png into that wizard
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Just like so
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And then hit control and
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Make it route type of military
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Going to call this wizard
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Anime
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Then go ahead and save that with control as
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Inside of scenes
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Game ABT
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Wizard enemy
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Alright lads had control a and search for Sprite 2D we're going bad is right to die
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Which is going to have a texture of The Wizard
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Png
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And then
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Go to the office
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Why
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Hold control
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And let's offset
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That
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Bye
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Holding the left Mouse button down and outfield
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And moving the mouse to the left
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And an officer of -8 in white put the origin
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Of the Sprite ad
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The fee
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So that's going to be good for our purposes
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And then let's go ahead and institute of child seeing we want to instantiate
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The health
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And let me go to the basic enemy seem so ctrl shift o
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Search for basic enemy
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This health component is
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The default
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At 10
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In so what I'm going to do is I'm going to
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Pampers maxol at maybe do something like
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Animal it's just write 30
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And I move his health component up to be the first child
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So I set the max health to be
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30
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And then let's go head in Standish
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The death component underneath this
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I move that below the health component
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And then I dragged the health component node into that health compare
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Property
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An Ender Dragon sprite
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Into the Dead
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Spray
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Ok so we need to look at our basic enemy we also need to add a hurtbox compose
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And
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And we need to make this wizard anime a based
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Of character body to die
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So
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We made a mistake here
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And that's fine
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Because what we can do as we can right click on the root note
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And then we can say change type
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And then we can
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The character body 2D
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And our issue is fixed
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So you can always change the root type if you want
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Ok so now we need to add a collision shape which represents
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The shape that will collide with the train
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And in our ship resource let's create a new circle
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And lead set the radius down of that to something like 6 by clicking into that circle
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An access 24
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Yes and then
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I'm going to hit w on the keyboard and just drive this up until the bottom of the circle
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Is just touching the origin just like that
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Ok
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Click on the wizard anime l modified
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The
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Collision layers in the collision
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So we don't want us to exist on a layer something uncheck that layer bit right there
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Animal leave masks at 21
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Which is the train
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Leia
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Ok let's instantiated another child seen in going to call this
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Perkbox components
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Instantiate a hurtbox component
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And then
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I'm going to put this above that collision shape 2D and then I'm going to add as a child another
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Shape 2D
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Just like so
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And then we're going to cream
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Again another circle shape
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Let's move this hurt backs can't
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By selecting
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Sitting w on the keyboard
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And then dragging clicking and dragging this
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Into roughly the centre of the wizard
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And I'm going back to the heart box compare
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Collision
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Opening of the shape resource
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What's at the
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Radius to 8
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Yeah I think that's going
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Just
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Fine
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So let's go back to a basic enemy and let's open up the script and see what kind of b
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We have a very basic behaviour set
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I'm here
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Which is basically just moving towards a player at a
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Givenchy
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Rather than duplicated code I'm going to show you how we can
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Make our movement code
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Genera
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And we're actually going to create another component for this
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So let's take control in
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And if that's not working it's probably because
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You have
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The Script editor
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Contact
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So always make sure that
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One of these panels is in context
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By clicking
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Before you hit ctrl n
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Anna let's Create the root type of
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Note
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And it's called this velocity
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And I'm gonna go kind of fast food this but I am go
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Wayne
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What I'm doing to the best of my ability so
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Let's
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Go
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And save this in our scenes
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Component directory alongside of our other components
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And I'm going out Ace
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Default parameters are ok
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We're going to create an export variable export via
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Max underscore speed
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And this is going to be of type
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Result of
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OK then let's
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Create a
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Function
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Funk
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Move
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And it's going to accept an argument of caribou
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And then that's going to be uptight
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Character
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Ok and say what we're going to do is we're just gonna right past right here
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Because we need to keep track of a variable
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Simon save our
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Lhasa
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Is eager
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Vector2
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0
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Let's Create
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Another function in here
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I'm going to call it accelerate
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In Direction
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And our Direction is going to be
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Type
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2
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That's right path
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So the way that we're going to use it
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Is we're going to be able to manipulate this internal velocity by cooling Accelerate indirect
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And then we're going to be able to move the character by calling the smooth
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Now why is
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Is this good well if I go back to my basic enemies
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Hear what I can do
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Essentially is I can
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Manipulate the velocity and comoving slide
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From within
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This
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Component here
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So I don't have to keep doing
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The same code over and over again
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Also going to
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Prove our ability to control
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How enemies move
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By utilising this accelerate
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Now we'll probably also going to want another function so let's stop this out I'm going to create another function call
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Bank accelerate
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2
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Claire
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Endless pass in
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Well we'll keep
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So what does keep no arguments
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Ok so the first thing that we want to do
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Is we want to say
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The Folly
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We want to say in our acceleration Direction
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Scrap our desired velocity
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And what is are desirable
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It's going to be the direction
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That were passing into the funk
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X
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Power maths
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Speed
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Right so this is the final velocity that we want
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Tube
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Then what we're going to do is we are going to
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Accelerate
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The current velocity
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That desire
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So what we can do
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This we can say
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Velocity
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Remember this is our internal velocity
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Is equal to
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Velocity
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Start
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Look up and we want to live
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Which is linear interpolate 2 / 4
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I'm not going to use that framerate independent that we talk to you
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So this is going to be 1 -
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And then this is going to be some smoothing value so we'll say
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What's a neg
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Acceleration
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X
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And then we can use this
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Get process
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Ok so they don't want to break down
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Before I break this down
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Let's Create another export variable
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Blow the man
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Speed and call it via acceleration
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And put a float
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Ok so now alright should go away
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So what do we do
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Were using the linear interpolate which again
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Take away
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Which is what we're calculating here
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And says I want to go this percent of the way
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Sward
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This
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Supplied
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So we're going to essentially go from my current velocity
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To the desired velocity
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This person
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Everything
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Now if we were to put something
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Point one in here
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We would say every frame
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Ten percent
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Closer
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To the desirable
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Now this is
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10% according to the current
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So you may notice if you're familiar with mass
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Subtitled by
online-courses.club
We compress knowledge for you!
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This is essentially an asymptote
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Basically what's going to happen is it
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Get 10% closer to your goal
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Every frame
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You're actually going to a pro
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But never reach the desired velocity now in practical terms that Jacqueline
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The case but in mathematics
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Dad's
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Insole
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We don't want to provide a fixed value girl
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10%
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And the reason is because if you have a user running at 400 frames per
288
00:10:28,479 --> 00:10:32,831
They're going to be going 10% closer to their goal every single frame
289
00:10:33,087 --> 00:10:33,599
Rainbow
290
00:10:34,111 --> 00:10:35,647
And if you have a user
291
00:10:35,903 --> 00:10:38,207
Playing at 10 frames per second we hope that
292
00:10:38,463 --> 00:10:39,743
Happen but if you have another player
293
00:10:39,999 --> 00:10:41,279
Going at 10 frames per sec
294
00:10:41,535 --> 00:10:43,839
They are going to arrive at the goal match Slough
295
00:10:44,351 --> 00:10:45,887
Right it's all because
296
00:10:46,143 --> 00:10:47,423
There can be different framerate
297
00:10:47,935 --> 00:10:48,703
We want to
298
00:10:49,727 --> 00:10:52,031
Introduced an early release
299
00:10:52,287 --> 00:10:53,567
And basically we do
300
00:10:53,823 --> 00:10:55,103
Is we take 1 -
301
00:10:55,615 --> 00:10:56,895
And I like to use x
302
00:10:57,151 --> 00:10:57,663
Energy
303
00:10:57,919 --> 00:11:00,223
The only reason I'm using that is because it provides a
304
00:11:00,479 --> 00:11:02,527
What about moral and natural feel too
305
00:11:02,783 --> 00:11:05,087
And then we're supplying a
306
00:11:05,343 --> 00:11:06,623
A power to raise
307
00:11:06,879 --> 00:11:07,647
To which is
308
00:11:08,159 --> 00:11:09,439
Some smoothing
309
00:11:09,951 --> 00:11:11,231
Which is our negative
310
00:11:12,767 --> 00:11:14,303
Get-process deltatime
311
00:11:14,559 --> 00:11:15,071
I'm here
312
00:11:15,327 --> 00:11:19,423
Will give you the value of Delta that is typically passed into
313
00:11:19,679 --> 00:11:21,215
The process function here
314
00:11:21,471 --> 00:11:22,751
This Delta
315
00:11:23,775 --> 00:11:24,543
This Delta
316
00:11:24,799 --> 00:11:26,079
Are going to be the same
317
00:11:26,335 --> 00:11:28,127
As long as they are
318
00:11:28,383 --> 00:11:28,895
Run
319
00:11:29,151 --> 00:11:29,663
In the
320
00:11:30,943 --> 00:11:32,223
Ok let's apply
321
00:11:32,479 --> 00:11:37,087
Or supply whether a default acceleration value by giving it -5
322
00:11:37,343 --> 00:11:38,367
Anna let's say them
323
00:11:38,623 --> 00:11:39,647
Speed is equal to
324
00:11:39,903 --> 00:11:42,719
14 actually sorry this is not supposed to be negative here that
325
00:11:43,487 --> 00:11:45,279
5 because we're not getting it
326
00:11:46,303 --> 00:11:49,375
SO53 acceleration and max speed of 40
327
00:11:49,631 --> 00:11:50,143
As a
328
00:11:50,911 --> 00:11:52,703
And you can see all these defaults appear now
329
00:11:52,959 --> 00:11:54,495
My inspector be careful
330
00:11:55,263 --> 00:11:57,055
Calculator.net
331
00:11:57,567 --> 00:11:59,103
And then in our move function
332
00:11:59,359 --> 00:12:03,455
Working a pass in a character body that we want to move and it's actually going to do is going to say
333
00:12:03,967 --> 00:12:04,991
Character body
334
00:12:05,247 --> 00:12:07,039
Velocity is equal to velocity
335
00:12:07,551 --> 00:12:08,575
Then we can call
336
00:12:08,831 --> 00:12:09,599
Character body
337
00:12:09,855 --> 00:12:10,367
Darton
338
00:12:10,623 --> 00:12:11,647
Moving slide
339
00:12:11,903 --> 00:12:13,951
And then we need to re assign our Velocity
340
00:12:15,231 --> 00:12:16,255
So that we can
341
00:12:16,511 --> 00:12:17,535
Say update
342
00:12:17,791 --> 00:12:19,583
The character bodies last Eso
343
00:12:19,839 --> 00:12:20,863
Breaking this down
344
00:12:21,119 --> 00:12:24,703
We're assigning the CO2 by blasty to articulated velocity
345
00:12:24,959 --> 00:12:26,495
That's internally stored here
346
00:12:26,751 --> 00:12:30,591
Were telling the truth about it to move and slide and again moving slide
347
00:12:30,847 --> 00:12:33,663
Returns the remaining velocity after
348
00:12:33,919 --> 00:12:34,943
Collision and then
349
00:12:35,199 --> 00:12:37,503
Because that happening internal
350
00:12:37,759 --> 00:12:38,527
The character body
351
00:12:38,783 --> 00:12:41,855
What is not being updated in our Velocity
352
00:12:42,111 --> 00:12:45,439
We just simply reassign our current velocity
353
00:12:45,695 --> 00:12:47,999
To whatever the character body
354
00:12:48,511 --> 00:12:50,047
Is after moving slow
355
00:12:50,303 --> 00:12:51,327
Celtic
356
00:12:51,583 --> 00:12:53,631
Doesn't collide with anything at removing slide
357
00:12:54,143 --> 00:12:54,655
Then
358
00:12:54,911 --> 00:12:57,215
These this last should be the same as the
359
00:12:58,495 --> 00:13:00,031
Hopefully that all makes sense
360
00:13:00,543 --> 00:13:03,615
And then let's do one final one which is accelerate
361
00:13:03,871 --> 00:13:04,639
Two player
362
00:13:04,895 --> 00:13:06,687
So what we going to do is going to say
363
00:13:06,943 --> 00:13:07,711
Bar
364
00:13:07,967 --> 00:13:10,271
What's a owner no to die
365
00:13:10,783 --> 00:13:13,343
Is equal to owner as no Genie
366
00:13:14,623 --> 00:13:15,903
And then we're going to say
367
00:13:16,159 --> 00:13:17,951
Owner node 2D is
368
00:13:19,231 --> 00:13:20,511
Then we're just going to return
369
00:13:22,559 --> 00:13:23,071
Function
370
00:13:23,583 --> 00:13:28,959
And the reason were driving the owner as a note to die is because we want to do the follow
371
00:13:29,215 --> 00:13:30,239
We want to say
372
00:13:31,519 --> 00:13:35,615
We want to grab the players position solovar player is equal to get 3
373
00:13:35,871 --> 00:13:37,663
Get first node in
374
00:13:38,175 --> 00:13:38,687
Claire
375
00:13:38,943 --> 00:13:42,015
Claire is equal to null will just return
376
00:13:42,271 --> 00:13:45,343
Ok and now we can calculate our directions save our Direction
377
00:13:45,855 --> 00:13:50,207
Is equal to now remember when you want to calculate Direction into vector some track
378
00:13:50,719 --> 00:13:51,231
But
379
00:13:52,255 --> 00:13:53,279
The vector that you were
380
00:13:53,535 --> 00:13:54,303
The point tour
381
00:13:54,559 --> 00:13:55,071
Goes
382
00:13:55,839 --> 00:13:58,399
So this could be player.dat global position
383
00:13:59,935 --> 00:14:00,703
-
384
00:14:01,215 --> 00:14:01,727
Moana
385
00:14:02,239 --> 00:14:03,775
No Judy make sure to you
386
00:14:04,031 --> 00:14:05,311
Owner no today
387
00:14:06,079 --> 00:14:07,359
Global position
388
00:14:07,615 --> 00:14:09,919
And we want to normalise this song
389
00:14:10,175 --> 00:14:10,943
We're going to
390
00:14:11,199 --> 00:14:14,015
Apprentice eyes that operation in then called that
391
00:14:14,527 --> 00:14:15,295
Normal eye
392
00:14:19,135 --> 00:14:23,743
And remember that the reason that we want a normalize a vector is because it returns a
393
00:14:23,999 --> 00:14:25,535
Unit vector a vector of
394
00:14:25,791 --> 00:14:26,815
One or mag
395
00:14:27,839 --> 00:14:28,607
Sufferance
396
00:14:28,863 --> 00:14:30,655
If I want to make a line
397
00:14:31,167 --> 00:14:32,703
Pointing in a certain Direction
398
00:14:34,495 --> 00:14:37,055
If I multiply that by a vector
399
00:14:37,311 --> 00:14:37,823
Hasn't
400
00:14:38,079 --> 00:14:40,127
2 then I'll actually end up with
401
00:14:42,687 --> 00:14:46,783
And I don't want that so normalisation make sure that my vector my Direction
402
00:14:47,039 --> 00:14:51,135
Has a length of 1 so that when I do multiplication operations on
403
00:14:51,391 --> 00:14:53,439
It returns the result that I'm
404
00:14:53,951 --> 00:14:56,255
So we normalise that and then we're going to do
405
00:14:56,767 --> 00:14:59,071
Call Accelerate in Direction
406
00:14:59,583 --> 00:15:00,095
With
407
00:15:00,351 --> 00:15:00,863
Supplied
408
00:15:01,375 --> 00:15:04,447
So this is essentially a helper function that would just look into
409
00:15:04,703 --> 00:15:05,471
This funk
410
00:15:05,727 --> 00:15:07,263
I'm here to update
411
00:15:07,775 --> 00:15:10,847
Ok so we've got our belasi component build out
412
00:15:11,871 --> 00:15:13,407
Before we go back to her
413
00:15:13,663 --> 00:15:14,175
Let's
414
00:15:14,431 --> 00:15:16,223
Go to our first and we that we created
415
00:15:16,479 --> 00:15:18,527
Let's instantiated veloci
416
00:15:19,807 --> 00:15:20,575
Drag it up
417
00:15:20,831 --> 00:15:24,159
Around the default values here should be fine so that's good
418
00:15:24,415 --> 00:15:26,463
So it's open a bar basic anime
419
00:15:26,719 --> 00:15:27,743
Script here
420
00:15:28,767 --> 00:15:33,631
We don't need this anymore so instead we're going to grab a reference to
421
00:15:33,887 --> 00:15:36,447
That velocity components so already far
422
00:15:36,959 --> 00:15:39,263
Velocity component is equal to
423
00:15:39,775 --> 00:15:40,543
Elastic
424
00:15:40,799 --> 00:15:43,871
And then in the process method we can simply call
425
00:15:44,127 --> 00:15:45,407
Lastly compound
426
00:15:45,919 --> 00:15:47,455
Dart xcelerate
427
00:15:47,711 --> 00:15:51,295
And then what was this called this was called Accelerate to play
428
00:15:51,551 --> 00:15:53,599
So that's what we're going to call in r
429
00:15:53,855 --> 00:15:55,391
Crypto accelerator
430
00:15:56,159 --> 00:15:56,671
Player
431
00:15:57,951 --> 00:15:58,463
Ok
432
00:15:58,719 --> 00:16:00,255
And then we can call velocity
433
00:16:00,511 --> 00:16:04,863
Component that move and I'm passing the self because this is
434
00:16:06,655 --> 00:16:08,447
So now we should be able to remove
435
00:16:08,959 --> 00:16:09,727
These
436
00:16:09,983 --> 00:16:11,007
Free call
437
00:16:12,543 --> 00:16:14,079
And we can also remove this
438
00:16:15,359 --> 00:16:18,687
And by the way there's no longer I need to have a rash
439
00:16:18,943 --> 00:16:20,223
Health component in the sky
440
00:16:20,735 --> 00:16:21,759
So what's going on remove
441
00:16:22,015 --> 00:16:22,527
As well
442
00:16:22,783 --> 00:16:26,879
Ok so we've simplify down at two lines and that's not really the strength
443
00:16:27,135 --> 00:16:29,183
Pulling a Sandra of last week about the strangers
444
00:16:29,695 --> 00:16:33,023
Now we can control the max speed and the acceleration
445
00:16:33,279 --> 00:16:36,351
And we can make a wildly different numbers for different enemy types
446
00:16:36,863 --> 00:16:41,471
And we have a nice or component that we can further extend with more functionality
447
00:16:41,983 --> 00:16:42,751
That can then be you
448
00:16:43,263 --> 00:16:44,031
Everywhere
449
00:16:44,543 --> 00:16:49,407
So in order to make sure that we did everything correctly let's just Run the game and make sure that our rat enemy
450
00:16:49,919 --> 00:16:50,431
Is still work
451
00:16:51,711 --> 00:16:52,223
It's not
452
00:16:52,735 --> 00:16:54,271
And I think I have a typo
453
00:16:55,295 --> 00:16:58,367
Display align lives type that as known to die
454
00:16:59,903 --> 00:17:02,207
And then let's remove this normalize and we should be
455
00:17:02,463 --> 00:17:02,975
Ok
456
00:17:03,231 --> 00:17:06,047
So it's called dot normalized with a d
457
00:17:06,815 --> 00:17:08,351
So the typing is used for
458
00:17:08,607 --> 00:17:09,119
Because
459
00:17:09,375 --> 00:17:11,423
My player global position was not tight
460
00:17:11,679 --> 00:17:12,959
And so good dog cannot
461
00:17:13,215 --> 00:17:14,751
Give me hints about
462
00:17:15,007 --> 00:17:16,543
What function I can call her
463
00:17:16,799 --> 00:17:18,591
Because I didn't recognise this first
464
00:17:18,847 --> 00:17:21,407
Piece of the subtraction as a no
465
00:17:22,175 --> 00:17:24,223
But adding this as no 2D to the
466
00:17:24,479 --> 00:17:25,247
Telescope
467
00:17:25,503 --> 00:17:27,039
That's what it is and then
468
00:17:27,295 --> 00:17:29,855
Everything is good so let's go ahead and Run the game again
469
00:17:30,111 --> 00:17:34,207
And my enemy should still be moving now what your notice is Dad
470
00:17:34,463 --> 00:17:36,511
The enemies now or a lot slower
471
00:17:36,767 --> 00:17:37,279
Turn
472
00:17:37,791 --> 00:17:40,095
And that's because we have an acceleration
473
00:17:40,863 --> 00:17:44,191
Before we were just telling the enemy to go at max speed
474
00:17:44,447 --> 00:17:45,983
In the direction that we said to go
475
00:17:46,239 --> 00:17:49,567
And that made it like under the player much harder but watch what
476
00:17:50,079 --> 00:17:53,151
If I go to my basic enemy here in I change my acceleration
477
00:17:53,407 --> 00:17:54,687
Like .5 instead
478
00:17:56,223 --> 00:17:59,551
What you going to see is at the enemies are very slow to read
479
00:17:59,807 --> 00:18:00,319
To the
480
00:18:00,575 --> 00:18:01,087
Exposition
481
00:18:01,343 --> 00:18:02,623
So I can run past this
482
00:18:02,879 --> 00:18:05,695
Look how long it takes for that enemy to change Direction at
483
00:18:06,463 --> 00:18:06,975
Right
484
00:18:08,255 --> 00:18:11,071
So the cool thing about this is that we can actually achieve
485
00:18:11,327 --> 00:18:12,351
Prequel
486
00:18:12,607 --> 00:18:13,887
Enemy behaviour
487
00:18:14,143 --> 00:18:16,191
Buy just tweaking me stupid
488
00:18:16,447 --> 00:18:17,727
So I can keep it .5
489
00:18:17,983 --> 00:18:20,287
Turn the max speed up to 100 if I want
490
00:18:20,543 --> 00:18:21,311
And then what
491
00:18:22,079 --> 00:18:23,871
So now I've got all these enemies
492
00:18:24,127 --> 00:18:27,967
Lying around now look these actually kind of feel like flying enemies
493
00:18:28,223 --> 00:18:30,527
So we might use this combination of numbers
494
00:18:30,783 --> 00:18:31,295
To make
495
00:18:31,551 --> 00:18:33,855
Flying enemies to make it appear like
496
00:18:34,111 --> 00:18:38,207
You know they have to fight against the air in a decanter return around that quick
497
00:18:38,463 --> 00:18:39,999
You know it gives them some weight
498
00:18:40,511 --> 00:18:43,839
And of course we can also turn the acceleration up a bunch
499
00:18:44,095 --> 00:18:46,655
To essentially make them instantly respond
500
00:18:47,167 --> 00:18:47,679
2
501
00:18:47,935 --> 00:18:50,239
The changes in the player Direction like this enemies
502
00:18:50,495 --> 00:18:51,519
Borderline under
503
00:18:52,031 --> 00:18:52,543
So anyway
504
00:18:52,799 --> 00:18:55,871
With just these two parameters I'm going to reset those by the
505
00:18:56,127 --> 00:18:57,151
8 to 40 and 5 again
506
00:18:57,407 --> 00:19:01,247
Was just us to parameters we can actually create a wide variety of
507
00:19:01,503 --> 00:19:02,783
Any movement behave
508
00:19:03,295 --> 00:19:04,831
And all it takes is just a c
509
00:19:05,087 --> 00:19:05,599
Prescription
510
00:19:05,855 --> 00:19:06,367
Ok
511
00:19:06,623 --> 00:19:10,207
So with that detour and done let's go back to our wizard enemy
512
00:19:10,463 --> 00:19:12,511
And let's go ahead and instantiate
513
00:19:13,023 --> 00:19:15,327
Velocity component in the Wizard and I
514
00:19:15,839 --> 00:19:17,375
Below the health campaign
515
00:19:17,631 --> 00:19:20,447
And let's set the wizards max speed
516
00:19:20,959 --> 00:19:22,751
To maybe something
517
00:19:23,263 --> 00:19:24,799
Maybe something a little bit heart maybe
518
00:19:25,055 --> 00:19:25,567
6
519
00:19:25,823 --> 00:19:26,591
For the max speed
520
00:19:26,847 --> 00:19:28,895
LS20 acceleration down to something
521
00:19:30,687 --> 00:19:35,551
Now that this is we can go our main seem open up the enemy manager here
522
00:19:36,063 --> 00:19:36,831
What's going on
523
00:19:37,087 --> 00:19:38,111
That scene
524
00:19:38,367 --> 00:19:42,719
This basic enemy seem right here we're going to have to change all of this
525
00:19:42,975 --> 00:19:44,767
I'm just going to drag
526
00:19:45,023 --> 00:19:46,815
My wizard anime scene on today
527
00:19:47,071 --> 00:19:47,583
First
528
00:19:47,839 --> 00:19:50,399
And then go ahead and run it and see how they were
529
00:19:51,167 --> 00:19:52,959
And the nice thing about this is that
530
00:19:53,215 --> 00:19:55,775
We should be able to see what the enemy looks like so the enemies not me
531
00:19:56,543 --> 00:19:58,591
And the reason that is not moving is because we have
532
00:19:59,103 --> 00:20:01,407
Add Script To The my so it spawn incorrect
533
00:20:01,663 --> 00:20:03,455
Let's go out back door weather in
534
00:20:03,711 --> 00:20:05,247
Add a script to the route no
535
00:20:07,039 --> 00:20:09,343
Let's create an override of
536
00:20:09,599 --> 00:20:10,367
Process
537
00:20:10,623 --> 00:20:12,415
And I'll try pass in there for now
538
00:20:12,927 --> 00:20:16,511
A couple on ready variables and I want you to think what do we need to do
539
00:20:16,767 --> 00:20:18,303
In order to make the enemy move
540
00:20:18,559 --> 00:20:19,583
What how do we vote
541
00:20:21,119 --> 00:20:22,143
We do need a grab
542
00:20:22,399 --> 00:20:23,679
Reference to the last
543
00:20:24,447 --> 00:20:25,727
So let's go out and do
544
00:20:26,239 --> 00:20:27,775
Bar Brasserie komponen
545
00:20:28,031 --> 00:20:29,055
I would encourage you
546
00:20:29,311 --> 00:20:30,079
Also too
547
00:20:30,335 --> 00:20:31,359
Think ahead
548
00:20:31,615 --> 00:20:32,383
About what we do
549
00:20:32,639 --> 00:20:35,711
Try to you know even pause the video for a second
550
00:20:35,967 --> 00:20:38,015
And just try to anticipate
551
00:20:38,271 --> 00:20:39,551
What were going to be doing now
552
00:20:40,063 --> 00:20:41,087
Because if you are
553
00:20:41,343 --> 00:20:44,159
Only just doing everything that I say to do
554
00:20:44,415 --> 00:20:47,231
You may find out less effective than trying to predict
555
00:20:47,487 --> 00:20:47,999
What I'm go
556
00:20:49,279 --> 00:20:50,559
Just we'll tip for you
557
00:20:50,815 --> 00:20:51,583
Cheeky Panda
558
00:20:51,839 --> 00:20:53,631
Anyway let's go ahead and go further
559
00:20:53,887 --> 00:20:55,167
Elastic component disease
560
00:20:55,423 --> 00:20:55,935
To you
561
00:20:56,447 --> 00:20:56,959
Velocity
562
00:20:59,263 --> 00:21:02,591
And Annie trick you can do as you can grab a note
563
00:21:02,847 --> 00:21:05,151
With the mouse click and hold and drag
564
00:21:05,407 --> 00:21:08,991
And if you drop the load in here It just gives you the short hand wrap
565
00:21:09,247 --> 00:21:10,015
Let's do it in the sky
566
00:21:10,527 --> 00:21:11,807
But if you start dragging it
567
00:21:12,063 --> 00:21:13,599
And then you hit control
568
00:21:13,855 --> 00:21:15,391
Hold control and then release
569
00:21:15,647 --> 00:21:17,952
It would generate an on readystate
570
00:21:18,208 --> 00:21:18,720
Oreo
571
00:21:18,976 --> 00:21:23,072
So we can do that to be a little bit quicker now so I can say the last
572
00:21:23,328 --> 00:21:24,352
Important
573
00:21:24,608 --> 00:21:25,120
First
574
00:21:25,376 --> 00:21:26,400
Then hold control
575
00:21:27,680 --> 00:21:28,704
And there's are ballistic
576
00:21:28,960 --> 00:21:31,264
Neat little trick that you can keep in mind
577
00:21:31,520 --> 00:21:33,568
The process method what do we want to do
578
00:21:33,824 --> 00:21:36,896
We want to say velocity component xcelerate
579
00:21:37,408 --> 00:21:37,920
2
580
00:21:38,176 --> 00:21:38,688
Claire
581
00:21:39,456 --> 00:21:40,992
Ok and then we can save the last
582
00:21:41,248 --> 00:21:41,760
Component
583
00:21:42,016 --> 00:21:43,040
Rightmove
584
00:21:43,808 --> 00:21:44,320
Cell
585
00:21:45,600 --> 00:21:47,648
Let's go to our basic enemies
586
00:21:48,160 --> 00:21:49,440
And let's copy this
587
00:21:49,696 --> 00:21:50,464
Just like so
588
00:21:50,976 --> 00:21:52,000
So there's move sign
589
00:21:52,256 --> 00:21:53,024
Black radio
590
00:21:53,280 --> 00:21:55,328
Bring a back over to the wizard anime script
591
00:21:55,584 --> 00:22:00,192
Is that in there now if we really wanted to we could make another component for this
592
00:22:00,448 --> 00:22:03,008
But I'm fine with just copy and pasting it everywhere
593
00:22:03,264 --> 00:22:06,336
Ok let's create a new note under the wizard anime core
594
00:22:06,848 --> 00:22:07,360
Note
595
00:22:07,616 --> 00:22:09,408
Diesel into the Note 3
596
00:22:09,664 --> 00:22:10,432
And then
597
00:22:11,968 --> 00:22:15,040
Call this visuals and put it below the death component
598
00:22:16,320 --> 00:22:18,880
And then drag the Sprite to the as a child of that
599
00:22:19,136 --> 00:22:19,648
Note
600
00:22:19,904 --> 00:22:21,184
And then let's go ahead
601
00:22:21,440 --> 00:22:25,024
Created on ready reference to this by clicking and dragging the visual
602
00:22:25,280 --> 00:22:27,584
Then holding control then dropping it
603
00:22:28,352 --> 00:22:30,656
Get some now all of that should be worth
604
00:22:32,192 --> 00:22:35,008
If we go back to our first basic
605
00:22:36,032 --> 00:22:38,592
We can remove this get direction to player
606
00:22:40,128 --> 00:22:43,968
Keeping the code clean is important because it's very easy for cold to come out
607
00:22:44,224 --> 00:22:45,248
No you're not
608
00:22:45,504 --> 00:22:47,296
That these scripts are essential for the same
609
00:22:47,808 --> 00:22:49,600
And it may be tempting
610
00:22:50,112 --> 00:22:50,624
2
611
00:22:50,880 --> 00:22:53,184
Just create one script for the enemy there
612
00:22:53,440 --> 00:22:54,720
Is this content
613
00:22:54,976 --> 00:22:56,512
But I would caution you and
614
00:22:56,768 --> 00:22:59,328
Doing that because then it becomes very hard
615
00:22:59,584 --> 00:23:01,888
To create specific enemy behaviour
616
00:23:02,144 --> 00:23:03,168
Which we might do
617
00:23:04,448 --> 00:23:08,544
This is essentially a copy paste from the basic enemy however
618
00:23:08,800 --> 00:23:11,616
We don't want to share scripts necessarily
619
00:23:12,128 --> 00:23:13,408
Because that's going to be really
620
00:23:13,664 --> 00:23:14,944
Limit our ability to
621
00:23:15,200 --> 00:23:16,480
Implement unique enemy
622
00:23:17,248 --> 00:23:20,064
So when the course is done you can feel free to consolidate these but
623
00:23:20,320 --> 00:23:22,112
Let's keep them separate for
624
00:23:22,368 --> 00:23:26,464
Ok so now it's Run the game Remember our enemy manager is spawning a wizard
625
00:23:26,720 --> 00:23:28,000
And look at that
626
00:23:28,256 --> 00:23:34,400
Ok so we have a couple of problems the wizard is bunching up on itself and it's facing the wrong direction so this is a copy paste
627
00:23:34,656 --> 00:23:36,448
This is a great example of what I'm talking about
628
00:23:36,960 --> 00:23:37,472
This
629
00:23:37,728 --> 00:23:38,752
Visual scale
630
00:23:39,008 --> 00:23:42,848
Move sign needs to be actually different than the basic anime.so
631
00:23:43,104 --> 00:23:44,640
Remove the negative
632
00:23:45,152 --> 00:23:46,688
From the Move sign in there
633
00:23:46,944 --> 00:23:47,712
And that will fix it
634
00:23:48,224 --> 00:23:53,088
And then we need to go to a route now here and change the layer that the enemy
635
00:23:53,856 --> 00:23:55,136
And the layer we want
636
00:23:55,392 --> 00:23:56,416
Is able
637
00:23:56,672 --> 00:23:58,208
5 or sorry
638
00:23:58,464 --> 00:23:59,744
4anime
639
00:24:00,256 --> 00:24:04,864
So we don't want to exist on the train later but we do want the wizard to exist on the enemy collision
640
00:24:05,120 --> 00:24:08,960
So that he collides with other enemies and doesn't Bunch up
641
00:24:09,984 --> 00:24:12,032
Additionally we need to set the mass
642
00:24:12,288 --> 00:24:13,056
To that as
643
00:24:13,312 --> 00:24:14,592
So that it also
644
00:24:14,848 --> 00:24:15,872
Oxford collisions on
645
00:24:16,640 --> 00:24:20,480
Ok let's go back to a basic anime and we can see in the snow
646
00:24:20,736 --> 00:24:24,576
Tab here in groups we need to add the wizard to the enemy group
647
00:24:24,832 --> 00:24:27,648
Well so there's a lot of setup to do that we need to remember
648
00:24:27,904 --> 00:24:31,232
Let's go to a wizard anime go to the new tab got a group
649
00:24:31,744 --> 00:24:32,256
Right
650
00:24:32,512 --> 00:24:33,536
Enemy in this
651
00:24:33,792 --> 00:24:35,328
Text boxes in Annan
652
00:24:35,840 --> 00:24:41,984
Just a little bit more said to go on this wizard we needed you two more things so the hurtbox component here needs are
653
00:24:42,240 --> 00:24:43,264
France to the health camp
654
00:24:44,032 --> 00:24:45,824
So that's good and rank the health component down
655
00:24:46,080 --> 00:24:46,592
Intern
656
00:24:47,616 --> 00:24:51,712
And then we need it in Stand should a child scene we need to instantiate a vile
657
00:24:52,992 --> 00:24:53,760
I'm going to put that
658
00:24:54,016 --> 00:24:55,040
Above here as well
659
00:24:55,296 --> 00:24:59,904
Let's attach the health component to the cell component property as well so drag their health and put it over
660
00:25:00,160 --> 00:25:01,696
Or this time I'm going to
661
00:25:01,952 --> 00:25:04,000
A sign and double click the whole component
662
00:25:06,048 --> 00:25:07,840
And then the drop percent
663
00:25:08,096 --> 00:25:10,656
Let's make the wizard drops
664
00:25:10,912 --> 00:25:11,936
.5
665
00:25:12,192 --> 00:25:14,240
And let's go to a basic enemy here
666
00:25:14,752 --> 00:25:16,544
And turn down the volume
667
00:25:16,800 --> 00:25:17,568
This one too
668
00:25:18,080 --> 00:25:18,592
30
669
00:25:18,848 --> 00:25:19,360
5%
670
00:25:19,616 --> 00:25:23,968
Right now it's Run the game and we should be able to kill a wizard so let's go ahead and see
671
00:25:24,224 --> 00:25:24,992
If we can do so
672
00:25:27,040 --> 00:25:28,576
And you should notice that
673
00:25:28,832 --> 00:25:29,856
Our death
674
00:25:30,112 --> 00:25:32,160
Component is working flawlessly
675
00:25:32,672 --> 00:25:33,184
With that
676
00:25:33,440 --> 00:25:34,720
So now we have
677
00:25:34,976 --> 00:25:36,256
Free death animations
678
00:25:36,768 --> 00:25:39,840
For every type of enemy by just building that
679
00:25:40,096 --> 00:25:40,608
Component
680
00:25:40,864 --> 00:25:47,008
Alright our wizard enemy has been implemented the next step is to make it so that
681
00:25:47,264 --> 00:25:50,080
Game can spawn different types of Venom
682
00:25:50,336 --> 00:25:51,360
As the game
44481
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