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Boss fight system not working properly

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GA

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? 😤

BM

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:

stateDiagram-v2 [*] --> Inactive: Game Start Inactive --> Active: Player Triggers Boss state Active { [*] --> Patrol Patrol --> Attack: Player in Range Attack --> Cooldown: Attack Complete Cooldown --> Patrol: Cooldown Over Patrol --> Hurt: Take Damage Attack --> Hurt: Take Damage Cooldown --> Hurt: Take Damage Hurt --> Patrol: Recovery Complete state "Check Health" as HealthCheck Patrol --> HealthCheck: Every Frame Attack --> HealthCheck: Every Frame Cooldown --> HealthCheck: Every Frame Hurt --> HealthCheck: Every Frame HealthCheck --> [*]: Health <= 0 } Active --> Defeated: Health <= 0 Defeated --> [*]: Boss Destroyed note right of Inactive Boss variables: - Boss Active = false - Boss Health = 100 - Boss State = idle end note note right of Active Boss AI Loop: - Movement patterns - Attack detection - Damage handling - State transitions end note

🔍 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! 🎮

GA

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!

AI

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! ⚡

VB

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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