1. SneakyThe goal is push the block so that it falls and blocks the view of the patrolling enemy. The enemy character can be any game object. Assets can be found by clicking on the magnifying glass at the bottom. Search for "sci" and you will see "Exit" and "Block". This PY requires adding rectangle blocks to allow the Avatar to not "fall through". The rectangles are given the role "floor". In order to achieve the goal, the human user controls the Avatar. When the human player presses down on the left and right arrow keys, the Avatar moves left or right. When the Avatar touches the "Block", the block must move in the direction that it is pushed. For example, if the Avatar is walking from right to left and touches the block, then both the Avatar and Block will move in the left direction ( this is the pushing motion ). The enemy patrols by moving right and left, similar to Side Wall Bounce. When the enemy touches the "Block", the enemy will deflect in the opposite direction.
The game is over when the Avatar touches the "Exit". |
2. Scavenger HuntThe goal is catch all of the items within 12 seconds. This PY requires time keeping, score keeping, and using rectangles to prevent the Avatar from "falling through". The items must be scattered in different locations. 1. At least 5 items and 5 platforms must be included into this PY. 2. At least 2 items and 2 platforms must be positioned high above. This will means that the Avatar must jump from one platform to another platform in order to get the items positioned above. 3. The use of a text label is needed to display how much time is left and how many items have been collected
The game must generate a timer with the initial value of 12 seconds. When the "Start Game" button is pressed, the timer counts down from the initial value. The game must keep track of the number of items collected. The initial value will be zero. When the Avatar touches an item, the number of items collected will increment by 1. The game is over when all items are collected OR when the timer is 0 seconds. Platforms must be used to allow the Avatar to get to the items placed high above. The platforms must prevent the Avatar from falling through and the use of "Role" is needed to accomplish this. |
3. Moving PlatformsThe goal is to collect the stars that are positioned in the upper 3 platforms while avoiding contact with the coconuts, which are being thrown down. This PY requires the use of cloning to clone the middle platforms. The platforms require using rectangles to serve as "floor" to prevent the Avatar from "falling through". This PY has 3 levels of platforms. a. the bottom level is composed of platforms that the Avatar will be spawned to when the "Start Game" button is pressed. The bottom platforms bounce side to side, similar to Side Wall Bounce. b. the middle platforms are clones. There must be at least 2 clones in the middle platform. The middle clones must also bounce side to side, similar to Side Wall Bounce. c. the top platforms are stationary and hold the stars.
When the game starts, the "Lives" count is 3 and the "Stars" count is 0. The use of a text label is needed to display how the number of stars collected and the current vitality the Avatar has remaining. The coconuts don't have to be cloned. The coconuts spawn at the top platforms and fall from high to low at random locations on the x axis. When a coconut's y position is greater than 600, the coconut will respawn at the top of the screen ( ie. at y = 0 ) at random position on the x axis. When a coconut touches the Avatar, the "Lives" count is decreased by 1. When the Avatar touches a star positioned at the top platform, the "Stars" count is increased by 1. The star that is touched by the Avatar is removed from the game. The game is over when either the "Lives" count is 0 OR the "Stars" count is 3. |
4. Rock ClimbingThe goal is to collect all 5 gems. This PY does not need cloning. You must have 5 platforms spaced apart along the x axis. Each platform must have a gem and each gem is attached to the platform. So, if the platform falls very quick, the gems must fall quick and stay attached to the platforms. The platforms start at random positions on the y axis. The platforms fall at random speed. When a platform reaches the bottom ( ie. the y position is greater than 600 ), that platform will respawn at the top ( ie. at y = 0 ) and fall from top to bottom at random speeds. The Avatar must collect all 5 gems by jumping from one platform to another. The challenge is that each platform falls at random speeds. At the start of the game, the Avatar has a "Lives" count of 3. If the Avatar touches the bottom, then the "Lives" count is decremented by 1. When the Avatar has a "Lives" count of 0, then the game is over. The use of text label is needed to display the remaining lives.
At the start of the game, the Avatar has a "Score" of 0. When the Avatar touches a gem, the "Score" is incremented by 1. The game is over when all 5 gems have been collected, ie. when the "Score" is 5. The use of text label is needed to display the current score. |
5. Snowball FightThe goal is to defeat the enemy turtles by throwing snowballs at them. At the start of the game, there are 2 enemy turtles patrolling. Each turtle will have a vitality of 3. Everytime a snowball touches the turtle, the vitality will be decreased by 1. When the vitality of the a turtle is 0, then the turtle will be removed from the game. The avatar will defeat the turtle by throwing a snowball. The snowball will travel with the Avatar until the "a" keyboard button is pressed. When the "a" keyboard button is pressed, the snowball travels in a diagonal path or a parabolic path ( similiar to Ball Toss project ). When the snowball is far away from the Avatar, the snowball will come back to the Avatar and again remain in its possession. The snowball must travel with the Avatar at all times unless it is being thrown. Remember that each turtle has an initial vitality of 3 and this vitality is decremented when the snowball touches the turtle. The game is over when both enemy turtles have been defeated. |