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Controlling the number of moles on the screen

From: Building and Monetizing Game Apps for Android

Video: Controlling the number of moles on the screen

Our goal now is make the game get more difficult as it progresses. And to do that we want to increase the number of moles allowed on the screen at once. We will start in the Game::tick method. At the very bottom, we will check to see if increasedElapsed is greater than or equal to increaseMolesAtTime, and here we will control the number of moles that can be on the screen at once and the amount of time between the moles, so the game will get progressively more difficult. So the first thing we will do is create an integer maxMolesAtOnce and set that equal to 18 and then we will check to see if molesAtOnce is less than maxMolesAtOnce.

Controlling the number of moles on the screen

Our goal now is make the game get more difficult as it progresses. And to do that we want to increase the number of moles allowed on the screen at once. We will start in the Game::tick method. At the very bottom, we will check to see if increasedElapsed is greater than or equal to increaseMolesAtTime, and here we will control the number of moles that can be on the screen at once and the amount of time between the moles, so the game will get progressively more difficult. So the first thing we will do is create an integer maxMolesAtOnce and set that equal to 18 and then we will check to see if molesAtOnce is less than maxMolesAtOnce.

If so we will increase molesAtOnce. Then we will create a float called minMoleTime, this is going to be minimum time between moles. Set that equal to .1f, so a tenth of a second is the minimum time between moles. On the next line, we will subtract from time between moles. timeBetweenMoles -=, in parentheses will do a condensed if statement on this line, so timeBetweenMoles > minMoleTime, and if that's the case we are going to subtract .05 from timeBetweenMoles, if not we will subtract nothing.

Go to the next line, we are going to add on to increaseMolesAtTime by ten seconds. So += 10.0f. So it will gradually get harder and each time there are more moles on the screen, it will take ten more seconds to add an additional mole. Outside of that inner if statement, we are going to set increaseElapsed = 0. Now we will save and test this in the emulator, and what you should see is that overtime the game becomes more and more difficult. So there are more and more moles on the screen at once.

So now I will click Play and I will play the game for over 10 seconds and after that time we should start seeing four moles on the screen at once. There are our four moles. So as you play longer and longer, the game should get more and more difficult and now it feels more challenging. So it's more game like. I just remember that if the game is too easy or too hard for you then you can adjust that simply by controlling the values of these variables.

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This video is part of

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Building and Monetizing Game Apps for Android

55 video lessons · 10759 viewers

Todd Perkins
Author

 
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  1. 5m 1s
    1. Welcome
      59s
    2. Using the exercise files
      2m 36s
    3. What you should know before starting this course
      25s
    4. Viewing the finished game
      1m 1s
  2. 19m 49s
    1. Understanding and downloading Cocos2d-x
      2m 16s
    2. Downloading the Android NDK
      1m 49s
    3. Creating a Cocos2d-x project template for Eclipse
      4m 51s
    4. Finishing the project template
      1m 4s
    5. Preparing Eclipse to use C++
      1m 9s
    6. Importing the project into Eclipse
      3m 48s
    7. Adding GLES 2.0 support to your emulator
      3m 45s
    8. Fixing additional compiler issues
      1m 7s
  3. 52m 7s
    1. Understanding scenes, layers, and sprites
      2m 16s
    2. Using scenes, layers, and sprites
      3m 58s
    3. Positioning sprites
      1m 4s
    4. Adjusting basic sprite properties
      5m 32s
    5. Handling touches
      3m 54s
    6. Accessing accelerometer data
      6m 7s
    7. Understanding Cocos2d actions
      2m 37s
    8. Working with sprite sheets
      4m 28s
    9. Creating simple frame animations
      3m 44s
    10. Setting a game to display in portrait mode
      54s
    11. Designing for multiple screens
      3m 20s
    12. Running Java code from C++
      5m 21s
    13. Running C++ code from Java
      3m 31s
    14. Using buttons
      3m 34s
    15. Playing audio
      1m 47s
  4. 17m 0s
    1. Viewing a flowchart of the game's core classes
      1m 25s
    2. Creating constants and editing the AppDelegate and Main classes
      4m 8s
    3. Building the GameButton class
      3m 38s
    4. Constructing the custom pop-up menu utility
      2m 52s
    5. Setting up the code in the MainMenu class
      2m 10s
    6. Making the Utils class
      2m 47s
  5. 53m 13s
    1. Adding the game layers and the background
      5m 41s
    2. Laying out moles in the Game class
      4m 45s
    3. Animating the moles
      5m 44s
    4. Displaying moles at a specified time interval
      4m 39s
    5. Handling touches in the game
      4m 11s
    6. Displaying the player's score
      4m 2s
    7. Handling misses
      6m 27s
    8. Controlling the number of moles on the screen
      2m 25s
    9. Adding sound
      2m 31s
    10. Enabling a pause feature
      5m 36s
    11. Displaying the game-over screen
      3m 13s
    12. Saving the player's high score
      3m 59s
  6. 6m 53s
    1. Preparing your game to support Google ads
      3m 14s
    2. Implementing Google ads in your game
      3m 39s
  7. 18m 9s
    1. Handling skins in your game code
      4m 55s
    2. Setting up in-app purchases (IAP) for an Amazon Appstore app
      3m 1s
    3. Implementing Amazon IAP code
      4m 11s
    4. Setting up IAP for Google Play
      2m 38s
    5. Implementing Google Play IAP code
      3m 24s
  8. 2m 56s
    1. Using the Cocos2d-x website
      1m 13s
    2. Viewing additional Android game development resources
      1m 43s
  9. 29s
    1. Goodbye
      29s

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