Boss fight system not working properly
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GameDev_Alex
Posted on August 5, 2024 • Intermediate
⚔️ Boss fight system completely broken
I’m working on implementing a boss fight system in my action game. I’ve copied all the scripts and variables from my test project, but something’s gone wrong in the main game:
- Boss appears at the correct time but doesn’t move or attack
- Player attacks aren’t registering hits on the boss
- Boss just sits there doing absolutely nothing
I’ve double-checked all the conditional logic and variable names. This is really frustrating! Any ideas what could be causing this? 😤
BossMaster_Pro
Replied 3 hours later • ⭐ Best Answer
@GameDev_Alex I’ve seen this exact issue many times! Boss fights can be tricky to debug. Let me walk you through a systematic approach to fix this:
🎯 Boss Fight System Overview
Here’s how a proper boss fight system should work:
🔍 Step 1: Debug Boss State Variables
First, let’s check if your boss is actually “active”. Add this debug code to see what’s happening:
when flag clicked forever if <(Boss Active) = [true]> then say (join [Boss State: ] (Boss State)) for (0.1) seconds say (join [Boss Health: ] (Boss Health)) for (0.1) seconds end end
⚡ Step 2: Check Boss Activation Logic
Make sure your boss activation trigger is working properly:
// Boss activation script when flag clicked forever if <<(Player X) > [300]> and <(Boss Triggered) = [false]>> then set [Boss Triggered v] to [true] set [Boss Active v] to [true] set [Boss Health v] to [100] set [Boss State v] to [patrol] broadcast [Boss Fight Start v] end end
🤖 Step 3: Boss AI Behavior System
Here’s a complete boss behavior system that should work:
// Main boss behavior loop when I receive [Boss Fight Start v] forever if <(Boss Health) > [0]> then if <(Boss State) = [patrol]> then // Patrol behavior repeat (60) move (2) steps if <touching [Player v]?> then set [Boss State v] to [attack] end end turn (180) degrees end if <(Boss State) = [attack]> then // Attack behavior point towards [Player v] repeat (30) move (3) steps if <touching [Player v]?> then broadcast [Player Hit v] set [Boss State v] to [cooldown] end end set [Boss State v] to [patrol] end if <(Boss State) = [cooldown]> then wait (2) seconds set [Boss State v] to [patrol] end else broadcast [Boss Defeated v] stop [this script v] end end
⚔️ Step 4: Fix Player Attack Detection
The most common issue is attack detection. Here’s the proper way:
// Player attack script when [space v] key pressed if <(Player Can Attack) = [true]> then set [Player Can Attack v] to [false] broadcast [Player Attack v] switch costume to [attack v] wait (0.3) seconds switch costume to [idle v] wait (0.5) seconds set [Player Can Attack v] to [true] end // Boss damage detection when I receive [Player Attack v] wait (0.1) seconds // Small delay for attack animation if <<touching [Player v]?> and <(distance to [Player v]) < [50]>> then change [Boss Health v] by (-20) set [Boss State v] to [hurt] play sound [boss hit v] // Visual feedback change [color v] effect by (25) wait (0.2) seconds set [color v] effect to (0) end
🚨 Step 5: Common Issues to Check
Issue 1: “Stop All” Blocks
Make sure you’re not accidentally using “stop all” anywhere in your code. Use “stop this script” instead.
Issue 2: Broadcast Loops
Check for infinite broadcast loops that can freeze your game:
// BAD - This creates an infinite loop when I receive [message v] broadcast [message v] // GOOD - Use conditions to prevent loops when I receive [message v] if <(message sent) = [false]> then set [message sent v] to [true] // your code here set [message sent v] to [false] end
Issue 3: Variable Scope
Make sure all boss-related variables are set to “For all sprites” so they can be accessed by both player and boss sprites.
🎯 Step 6: Testing Framework
Add these debug keys to test your boss system:
// Debug controls when [1 v] key pressed set [Boss Health v] to [10] // Low health for testing when [2 v] key pressed set [Boss State v] to [attack] // Force attack mode when [3 v] key pressed broadcast [Boss Fight Start v] // Trigger boss fight
Try these steps in order and let me know which one fixes your issue! 🎮
GameDev_Alex
Replied 45 minutes later
@BossMaster_Pro This is incredible! Thank you so much! 🙌
The debug code immediately showed me the problem - my Boss Active variable was never being set to true. Fixed the activation trigger and now everything works perfectly!
The attack detection improvements made a huge difference too. My boss fight feels so much more responsive now!
AIExpert_Sarah
Replied 2 hours later
Great solution @BossMaster_Pro! I’d like to add some advanced boss AI patterns that can make fights more interesting:
// Advanced boss AI with multiple phases when I receive [Boss Fight Start v] set [Boss Phase v] to [1] forever if <(Boss Health) > [66]> then set [Boss Phase v] to [1] // Easy phase set [Boss Speed v] to [2] set [Attack Cooldown v] to [3] else if <(Boss Health) > [33]> then set [Boss Phase v] to [2] // Medium phase set [Boss Speed v] to [3] set [Attack Cooldown v] to [2] else set [Boss Phase v] to [3] // Hard phase set [Boss Speed v] to [4] set [Attack Cooldown v] to [1] end end end
This creates a dynamic difficulty that increases as the boss takes damage! ⚡
Vibelf_Community
Pinned Message • Moderator
🎮 Ready to Create Epic Boss Battles?
Excellent debugging work everyone! For those wanting to create even more advanced boss fight systems, our community can help you implement:
- 🔥 Multi-phase boss battles
- 🎯 Complex attack patterns
- 💥 Special abilities and combos
- 🏆 Boss loot and reward systems
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