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Mr. Helland
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  1. Game Prog
  2. 2️⃣ Action Games
  3. 12: Catch the Cue Ball (Part 03)

12: Catch the Cue Ball (Part 03)

Abschlussbedingungen
Abgabe einreichen
Fällig: Donnerstag, 12. März 2026, 23:59

Target Icon Learning Target

  • Use variables to keep track of a player score
  • Display the value of a variable on the screen


Pencil Icon Instructions

Step 1: 

Open your most recent version of Catch the Cue Ball in GDevelop.

 
Step 2: 

Save the project as "Catch the Cue Ball 03" or something like that. You can save it in the same folder as last time, but saving it with a different name means you can always return to an earlier version of the game should something go wrong. 

 
Step 3: 

We'll start by creating a variable to store a player score. This is something that should be remembered through every level, so we'll use a global variable for this.

Be sure to choose a name that clearly communicates the variable's purpose. For example:

 
Step 4: 

Initialize the score at the beginning of the game.

video example

 
Step 5: 

Display the score on the screen. The video example will start playing at this step.

video example

 
Step 6: 

Update the score and its display whenever the player clicks on the ball. The video example will start playing at this step.

video example

 
Step 7:

Save your game. Then, preview the game to make sure it is working.

Make any changes that you think are needed. Then, save your project again.

Repeat this step as needed.

 

Improvements:

Is there a way to make scoring more fun and interesting? Some ideas:

  • Positive and negative scoring
  • Objects that are harder to get but worth more score
  • Power-ups
  • And, many other possibilities


Grading Grading

Your submission... Your grade...

Extended

  • All requirements for an A are met
  • A power-up system is used that changes one of these:
    • Scoring
    • Ball speed
    • Number of balls on the screen
    • Number of fixed objects on the screen
A+

Exceptional

  • Exceptional effort 
  • A variable is used to maintain player score
  • The score is displayed clearly, in an ideal position and with an ideal size
  • Scoring is accurate and very predictable
  • There is a more complex scoring strategy. For example:
    • Some items earn more score
    • Some items earn negative score
    • Score changes with speed
    • Or, any other related idea
A

Good

  • Good effort
  • A variable is used to maintain player score
  • The score is displayed clearly, in an good position and in with a good size
  • Scoring is predictable
B

Reasonable

  • Reasonable effort
  • A variable is used to maintain player score
  • The score is displayed in an reasonable position and with a reasonable size
  • Scoring is reasonably predictable
C

Needs Improvement

  • A variable is used to maintain player score
  • The score is displayed
  • Scoring is somewhat predictable
D

Insufficient

  • Missing criteria above
  • Limited or no effort
F
Scores may be rounded to the nearest whole number.

 

◄ 11: Catch the Cue Ball (Part 02)
13: Catch the Cue Ball (Part 04) ►
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