This is an old revision of the document!
We could set up a spawner to create a load of monsters for us, but we'll use a timeline instead. A timeline can issue commands.
Our timeline will simply issue the same create object command over and over in a loop.
Before we do this, remove the single monster from the Scene. We don't need it any more:
[Scene] ChildList = PlatformObject # MiddlePlatformObject # TopLeftPlatformObject # TopPlatformObject # TopRightPlatformObject # StarObject
Now to create a simple track:
[MonsterMakerTrack] 1 = Object.Create MonsterObject Loop = True
This will create monsters over and over evey second. But if we run it now, all monsters will drop from the same position. The monster needs to start at a random position. Change the monster object to have a range of starting x positions:
[MonsterObject] Graphic = MonsterGraphic1 AnimationSet = MonsterAnimationSet Position = (20, 0, 0) ~ (600, 0, 0) Scale = 2.0 Body = MonsterBody
Finally, to actually use the track which will create monsters, add it to the TrackList property in the Scene section:
[Scene] ChildList = PlatformObject # MiddlePlatformObject # TopLeftPlatformObject # TopPlatformObject # TopRightPlatformObject # StarObject TrackList = MonsterMakerTrack
Looking great! Monsters should be dropping in all over the place:
Some tweaks can be added to the monster and the body to improve things a little:
[MonsterObject] Graphic = MonsterGraphic1 AnimationSet = MonsterAnimationSet Position = (20, 0, 0) ~ (600, 0, 0) Speed = (-20, 0, 0) ~ (20, 0, 0) Scale = 2.0 Body = MonsterBody [MonsterBody] Dynamic = true PartList = MonsterBodyPart AllowGroundSliding = false AngularDamping = 5
This will give the monsters a little left/right movement (speed) and stop them from slipping along the floor (AllowGroundSliding ). Also stops them from flipping over so much (AngularDamping).
That should work a little better.
Next: Making the monsters explode.