Creating a single-target attack system in Scratch
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StrategyDev_Yuki
Posted on January 23, 2024 • Intermediate
⚔️ Need help with single-target attack system
Hi everyone! I’m creating a tower defense game inspired by Battle Cats, and I need help with the attack mechanics. Currently, my characters attack ALL enemies at once, but I want them to attack only ONE enemy at a time.
- How do I make characters target the closest enemy?
- How do I prevent attacking multiple enemies simultaneously?
- How do I implement proper targeting priority?
I want to create realistic combat where each unit focuses on one target! 🎯
CombatMaster_Pro
Replied 2 hours later • ⭐ Best Answer
Excellent question @StrategyDev_Yuki! Single-target combat systems are crucial for strategy games. Here’s a comprehensive solution:
🎯 Target Selection Flow
Here’s how the targeting system works:
🔧 Step 1: Target Detection System
First, create variables to track the current target:
// Create these variables set [current target v] to [none] set [closest distance v] to [999999] set [attack range v] to [150] set [attack cooldown v] to [0]
🎯 Step 2: Find Closest Enemy
Create a custom block to find the nearest enemy:
define find closest enemy set [closest distance v] to [999999] set [current target v] to [none] // Check all enemy clones broadcast [check distance v] and wait // This runs on each enemy clone when I receive [check distance v] if <(distance to [attacker v]) < (closest distance)> then if <(distance to [attacker v]) < (attack range)> then set [closest distance v] to (distance to [attacker v]) set [current target v] to (myself) end end
⚔️ Step 3: Single Target Attack System
Main combat loop for your attacking unit:
when flag clicked forever // Reduce attack cooldown if <(attack cooldown) > [0]> then change [attack cooldown v] by [-1] end // Check if current target is still valid if <not <(current target) = [none]>> then if <(distance to (current target)) > (attack range)> then set [current target v] to [none] end end // Find new target if needed if <(current target) = [none]> then find closest enemy end // Attack current target if <not <(current target) = [none]>> then if <(attack cooldown) = [0]> then point towards (current target) broadcast [attack target v] set [attack cooldown v] to [60] // 1 second at 60 FPS end else // No target, move forward or wait move (2) steps end end
💥 Step 4: Damage System
Handle the actual attack and damage:
// On the attacking unit when I receive [attack target v] if <touching (current target)?> then play sound [attack v] broadcast [take damage v] // Visual effect repeat (5) change [color v] effect by [25] wait (0.1) seconds end clear graphic effects end // On enemy sprites when I receive [take damage v] if <touching [attacker v]?> then change [HP v] by [-10] if <(HP) < [1]> then broadcast [enemy defeated v] delete this clone end end
🚀 Step 5: Advanced Targeting Options
Add priority targeting for more strategic gameplay:
// Priority targeting system define find priority target set [best target v] to [none] set [highest priority v] to [0] broadcast [calculate priority v] and wait // On enemy clones when I receive [calculate priority v] set [my priority v] to [0] // Higher priority for low HP enemies if <(HP) < [30]> then change [my priority v] by [50] end // Higher priority for closer enemies change [my priority v] by (100 - (distance to [attacker v])) // Higher priority for dangerous enemies if <(enemy type) = [boss]> then change [my priority v] by [100] end if <(my priority) > (highest priority)> then if <(distance to [attacker v]) < (attack range)> then set [highest priority v] to (my priority) set [best target v] to (myself) end end
This system ensures each unit attacks only one enemy at a time, creating realistic combat! 🎮
StrategyDev_Yuki
Replied 30 minutes later
@CombatMaster_Pro This is incredible! 🎉
The targeting system works perfectly! My units now focus on one enemy at a time just like in Battle Cats. The priority system is a great bonus feature!
TowerDefense_Expert
Replied 1 hour later
Great implementation! Here are some additional tips for tower defense games:
- Target switching: Allow units to switch targets if a higher priority enemy appears
- Attack animations: Add visual feedback when attacking
- Range indicators: Show attack range when selecting units
- Formation combat: Make units maintain formation while attacking
These features will make your tower defense game feel more professional! 🏰
Vibelf_Community
Pinned Message • Moderator
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