Game Title
Game Title
Game Description: In "Space Defender," players take on the role of a spaceship commander defending
Earth from an alien invasion. The objective is to shoot down as many alien spaceships as possible while
avoiding their attacks.
Gameplay:
1. Spaceship Control: The player controls the spaceship using the arrow keys or WASD keys to
move left, right, up, and down.
2. Shooting: The spaceship can shoot laser bullets using the spacebar or another designated key.
The goal is to hit the alien spaceships flying towards Earth.
3. Alien Invasion: Alien spaceships appear randomly from the top of the screen and move toward
Earth in various patterns. The player must shoot them down before they reach the planet.
4. Power-Ups: Occasionally, power-ups like shield upgrades or faster shooting speed can be
collected to help the player survive longer.
5. Scoring: The player earns points for each alien spaceship they shoot down. The game can keep
track of the player's high score.
6. Game Over: The game ends when an alien spaceship reaches Earth, or the player's spaceship is
hit by too many enemy shots.
Presentation Points:
Mention the power-ups and how they can benefit the player.
Step-by-Step Procedure:
c. Add code blocks to control the spaceship's movement using the arrow keys or WASD keys.
3. Shooting Bullets:
c. Add code to make the bullet move upward when the spacebar (or another key) is pressed.
d. Use a "broadcast" block to trigger the spaceship to shoot when the spacebar is pressed.
4. Alien Spaceships:
b. Set the alien spaceship's initial position at the top of the screen. c. Use a "glide" block to make the
alien spaceship move downward in a random pattern. d. Duplicate and clone the alien spaceships to
create multiple enemies.
5. Collision Detection:
a. Add code to detect collisions between the bullets and the alien spaceships.
b. When a collision is detected, increase the player's score and remove the alien spaceship.
6. Power-Ups:
a. Create power-up sprites (e.g., shields or speed boosts). b. Place them on the stage or have them
appear randomly. c. Add code to make power-ups move downward.
d. When the spaceship collides with a power-up, apply the corresponding effect (e.g., shield or faster
shooting).
7. Scoring:
b. Increase the score when an alien spaceship is destroyed or when a power-up is collected.
8. Game Over:
a. Add code to check if an alien spaceship reaches a certain point on the stage (e.g., the bottom) or if the
spaceship is hit by enemy bullets.
b. When the game ends, display a "Game Over" message and the player's final score.
9. High Score:
b. Compare the player's score to the high score and update it if the current score is higher.
Implementation stage
b. Set the spaceship's initial position: ``` Go to [x: 0] [y: -200] ```
3. Shooting Bullets:
b. Set the bullet's initial position just above the spaceship: ``` Go to [Spaceship x position] [Spaceship y
position + 20] ```
c. Control bullet movement: ``` When [space] key pressed Create clone of [Bullet] Start bullet clone
[script]
d. In the bullet sprite: ``` When I start as a clone Repeat until <touching [edge v]?> Change y by [10]
Delete this clone ```
Save to grepper
4. Alien Spaceships:
lessCopy code
a. Create an alien spaceship sprite. b. Set the alien spaceship's initial position at the top of the screen: ```
Go to [random position on top edge] ``` c. Make the alien spaceship glide downward randomly: ``` Glide
[1] seconds to x: [random position] y: [-240] ``` d. Duplicate and clone the alien spaceships for multiple
enemies.
Save to grepper
5. Collision Detection:
kotlinCopy code
a. Detect collisions between bullets and alien spaceships: ``` When I receive [Bullet Hit] If <touching
[Alien Spaceship v]?> Increase [Score] by [1] Delete this clone // Remove the bullet ```
Save to grepper
6. Power-Ups:
cssCopy code
a. Create power-up sprites. b. Place them on the stage. c. Add code to make power-ups move downward.
Save to grepper
7. Scoring:
a. Create a variable named "Score." ``` When green flag clicked Set [Score] to [0] ```
b. Increase the score when an alien spaceship is destroyed or when a power-up is collected: ``` When I
receive [Bullet Hit] If <touching [Power-Up v]?> Increase [Score] by [5] Delete this clone // Remove the
power-up ```
8. Game Over:
a. Check if an alien spaceship reaches a certain point (e.g., y position < -220) or if the spaceship is hit by
enemy bullets to trigger a game over condition. b. Display a "Game Over" message and the player's final
score.
9. High Score:
vbnetCopy code
a. Create a variable named "High Score." ``` When green flag clicked Set [High Score] to [0] ``` b. Compare
the player's score to the high score and update it if the current score is higher: ``` When [Flag] clicked If
[Score] > [High Score] Set [High Score] to [Score] ```
Save to grepper
This outline provides a more detailed breakdown of the procedures and specific blocks for each step.
However, you may need to fine-tune and adjust values and conditions based on your game's design and
preferences. Scratch game development often involves experimenting and testing to achieve the desired
gameplay experience.