How to create spawner units for tower defense games in Scratch
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TowerDefender_Alex
Posted on July 20, 2025 • Intermediate
🏰 Tower Defense Spawner Units Help
Hey everyone! I’m working on a tower defense game and need help creating spawner units that move along the track. I need to implement:
- 🚶 Units that spawn and follow the path
- 💥 Ram damage mechanics when units reach the end
- 🎯 Attack system where units can shoot at enemies (like turrets)
I have the basic tower/turret code working, but I’m struggling with the spawning mechanics and making the units behave properly. Any help would be appreciated! 🙏
GameDev_Master
Replied 2 hours later • ⭐ Best Answer
Great question @TowerDefender_Alex! Tower defense games have some complex mechanics. Let me break down a complete spawner unit system for you:
🏗️ Tower Defense Architecture
🚀 Step 1: Enemy Spawner System
First, create the main spawner that generates units:
// Main Spawner Sprite when flag clicked set [wave number v] to [1] set [enemies spawned v] to [0] set [spawn interval v] to [2] set [enemies per wave v] to [10] forever if <(enemies spawned) < (enemies per wave)> then create clone of [Enemy Unit v] change [enemies spawned v] by [1] wait (spawn interval) seconds else // Wait for wave to complete wait until <(enemy count) = [0]> change [wave number v] by [1] set [enemies spawned v] to [0] change [enemies per wave v] by [2] set [spawn interval v] to ((spawn interval) * [0.9]) end end
🚶 Step 2: Enemy Unit Movement
Create the enemy units that follow the path:
// Enemy Unit Sprite when I start as a clone set [health v] to [100] set [speed v] to [2] set [ram damage v] to [10] set [attack range v] to [80] set [attack damage v] to [25] change [enemy count v] by [1] // Set starting position and direction go to x: [-220] y: [0] // Spawn point point in direction [90] // Initial direction show // Main movement and behavior loop repeat until <<touching [End Point v]?> or <(health) < [1]>> // Path following move (speed) steps // Check for path waypoints if <touching [Waypoint 1 v]?> then point in direction [0] // Turn up end if <touching [Waypoint 2 v]?> then point in direction [90] // Turn right end if <touching [Waypoint 3 v]?> then point in direction [180] // Turn down end // Attack system if <(distance to [Tower v]) < (attack range)> then Attack Nearest Tower end // Check for projectile hits if <touching [Tower Projectile v]?> then change [health v] by [-20] broadcast [projectile hit v] end end // Handle unit death or reaching end if <touching [End Point v]?> then change [player lives v] by (0 - (ram damage)) broadcast [enemy reached end v] else change [player gold v] by [10] // Reward for killing enemy broadcast [enemy defeated v] end change [enemy count v] by [-1] delete this clone
🎯 Step 3: Unit Attack System
Add the attack functionality to your enemy units:
// Custom block: Attack Nearest Tower define Attack Nearest Tower set [nearest tower v] to [none] set [closest distance v] to [1000] // Find nearest tower repeat until <(nearest tower) not = [none]> if <(distance to [Tower v]) < (closest distance)> then set [nearest tower v] to [Tower v] set [closest distance v] to (distance to [Tower v]) end end // Attack if in range if <(closest distance) < (attack range)> then point towards (nearest tower) create clone of [Enemy Projectile v] wait [1] seconds // Attack cooldown end
💥 Step 4: Enemy Projectile System
Create projectiles for enemy attacks:
// Enemy Projectile Sprite when I start as a clone go to [Enemy Unit v] set [projectile speed v] to [5] set [target x v] to (x position of [Tower v]) set [target y v] to (y position of [Tower v]) point towards x: (target x) y: (target y) repeat until <<touching [Tower v]?> or <touching [edge v]?>> move (projectile speed) steps end if <touching [Tower v]?> then change [tower health v] by (0 - (attack damage)) broadcast [tower hit v] end delete this clone
🛡️ Step 5: Advanced Features
Add these enhancements for a better game:
// Different enemy types when I start as a clone if <(enemy type) = [fast]> then set [speed v] to [4] set [health v] to [50] set [ram damage v] to [5] else if <(enemy type) = [tank]> then set [speed v] to [1] set [health v] to [200] set [ram damage v] to [20] else // Normal enemy set [speed v] to [2] set [health v] to [100] set [ram damage v] to [10] end end // Health bar display forever if <(health) < [100]> then set [ghost v] effect to [0] // Draw health bar above enemy else set [ghost v] effect to [100] // Hide health bar when full end end
🎯 Key Implementation Tips
- Use waypoints: Create invisible sprites at path corners for direction changes
- Optimize performance: Limit the number of simultaneous enemies
- Balance gameplay: Adjust speed, health, and damage values carefully
- Visual feedback: Add health bars, damage numbers, and effects
- Sound effects: Add audio for spawning, attacking, and dying
This should give you a solid foundation for your tower defense spawner system! 🏰
TowerDefender_Alex
Replied 45 minutes later
@GameDev_Master This is absolutely incredible! 🤯
I never thought about using waypoints for path following - that’s so much cleaner than my previous approach. The attack system integration is perfect, and the different enemy types will make the game much more interesting.
Thank you for the complete system breakdown! This is exactly what I needed! 🙏
TowerPro_Sarah
Replied 1 hour later
Excellent tutorial @GameDev_Master! 👏
For anyone building tower defense games, here are some additional gameplay elements to consider:
- Boss enemies: Special units with unique abilities
- Flying units: Enemies that bypass ground obstacles
- Splitting enemies: Units that create smaller units when destroyed
- Shield mechanics: Temporary invulnerability systems
- Speed variations: Units that change speed based on conditions
Tower defense is one of the most rewarding game genres to develop! 🎮
Vibelf_Community
Pinned Message • Moderator
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