fredag 26. november 2010

Case 6, there are enemies too??

In the sixth and final week of our casework, we were to make an enemy that would follow our character wherever he goes. The pirate is supposed to fight different versions of policemen. The first policeman the pirate is supposed to meet, is a nicely dressed fbi looking guy. So I had to make a completely new animation, which now turned out to be a whole lot easier than the first animations I made. This time, e drew a quick sketch first, then I drew the first frame with pen tool. I cut the arms and legs in two and made the body and the head separate symbols as well. Then, with a bit of free transform and copy and paste, i needed only draw that one frame with pen tool. Why did I not think of this before? Anyway, the time sucking part was of course the scripting part. The enemy starts in the top of the stage, the wall the furthest away from the "camera" . As he moves, his y-value decreases along with an increasing of size. There are three rows of desks in the first background, which makes two paths for the enemy to walk in. If the enemy hittests against a invisible box that is where the horizontal paths, which there also is two of, and the pirate is on the opposite side from the pirate, the enemy with the nice suit will change his path. This is per definition to follow the pirate. Or at least I hope so. Or else I'm pretty much fucked. Then if the evil FBI police enemy reaches the bottom, a big go sign with a sign blinks to the left, not unlike this:
<=go!
If you follow it and go as far as you can to the left of the screen, the pirate turns around and faces a whole other wall, the cozy place of the office where everything is made to look like it's a jungle.

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