Case studies

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The legacy scripting system has been replaced by SurgeScript.

This section is deprecated due to newer versions. We ask that you don't use the information provided in this section, but read up on the most recent information available on this wiki or in the forum.

Case studies

This document gives a bit more in-depth description to what the different tutorials handles.

Simple enemies

You want to build a simple enemy then this is where you should start. It covers the basics:

  • Sprites
  • Changing animations
  • Moving the object
  • Basic AI system

Case study 1: Simple Enemy

Doors and switches

In this example, we will be creating a custom door that deactivates whenever a player is touching it's switch. We will be studying two different examples of this object, written by separate coders, and the differences between them.

Case study 2: Door and Switch

Another take on enemies

In this tutorial, we'll develop Lady Bugsy, an enemy with advanced behavior. As this is an advanced tutorial, we assume that the reader has already got some familiarity with the basic commands of the scripting engine.

Case study 3: Lady Bugsy

Facing the boss

This tutorial is really advanced, and it deals with the most advanced scripting functions, so beginners make sure to read the other cases before you get on this one.

Case study 4: Custom Boss

Heads Up Display

Helps you keep track on time, score, lives and other essential data.

Case study 5: Customizing the HUD

Modularity & Components

Whenever your game gets big, having lots of global variables can make your code difficult to read. The need to remember many of them and what they do may be a big problem. Fortunately, we can decouple the code. If one day you need to change how specific elements of the game work, you don't need to go through all your scripts and modify a lot of code, because you have used the power of decoupling.

Case study 6: Modularity & Components