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Creating a single-target attack system in Scratch

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💡 Building complex combat systems? Need help with enemy targeting mechanics? 🚀 Get Expert Help

SY

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! 🎯

CM

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:

flowchart TD A[🚀 Unit Ready to Attack] --> B[Scan for Enemies] B --> C{Enemies in Range?} C -->|No| D[Wait/Move] C -->|Yes| E[Find Closest Enemy] E --> F[Set as Current Target] F --> G[Point Towards Target] G --> H[Attack Target] H --> I{Target Still Alive?} I -->|Yes| J{Target in Range?} I -->|No| K[Clear Target] J -->|Yes| G J -->|No| K K --> B D --> L{Move Closer?} L -->|Yes| M[Move Forward] L -->|No| N[Wait] M --> B N --> B style A fill:#e1f5fe style E fill:#f3e5f5 style H fill:#e8f5e8 style K fill:#fff3e0

🔧 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! 🎮

SY

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!

TD

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! 🏰

VB

Vibelf_Community

Pinned Message • Moderator

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