Skip to main content
Mr. Helland
  • Home
  • Calendar
  • More
English
Deutsch English Español Français Tiếng Việt Русский العربية 简体中文
You are currently using guest access
Log in
Mr. Helland
Home Calendar
Expand all Collapse all
  1. Game Prog
  2. 2️⃣ Action Games
  3. 10: Catch the Cue Ball (Part 01)

10: Catch the Cue Ball (Part 01)

Completion requirements
Make a submission
Due: Wednesday, March 4, 2026, 11:59 PM

Target Icon Learning Target

  • Use tiled sprites
  • Use basic events and behaviors


Pencil Icon Instructions

Step 1: 

    • Open File Explorer.
    • Go to the game programming folder you created in your H: drive.
      If you forgot to do this in the last assignment, create this now.
    • Create a new subfolder for this game project.
      You can call it "Catch the Cue Ball" or something like that.

 

Step 2: 

Open the GDevelop Editor and go to the Create menu.

Click Create new game and

Choose the "Empty Project" option.

Save the project into your new folder as "Catch the Cue Ball". 

 

Step 3: 

You'll be adding a wall object and then creating a boundary around your scene. 
To make this easier, we'll borrow an animation from the Asset Store and then create a Tiled Sprite.

    • Search for a wall or block from the Asset Store
      Note: We won't use this object directly. We just need its animation image.

    • Add a New Object from Scratch that is a Tiled Sprite

    • Give your object a name that begins with Tiled. That way we will easily know it is a tiled sprite.

    • Choose an image from your Project Resources. You should see your wall or block image.

    • Set the Default Width and Height to match the actual image size. If you don't know this, you can find it by choosing "Edit with Piskel" and looking for the canvas size near the bottom.
      In this exmple, the size is 64x64

    • Add walls to your scene

The following video shows how to create the walls around your scene. 
Note:
The video uses an older version of GDevelop. This version looks different, but the basic concepts are the same.

 

Step 4: 

Add a "ball" object and make it bounce around the scene.

    • Find a ball-like object from the Asset Store
    • Rename the object "Ball" so it is easier to type in code

    • Open the Events tab for your scene

    • Add your first event

    • Add a condition to your event

    • Search for "beginning" and choose At the beginning of the scene

    • See the video below for the remaining steps to make the ball bounce
      Note: This version of GDevelop looks different, but the concepts are the same
      Hint: Use the search bar to help find things

 

Step 5:

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.

 

Step 6:

Take a screenshot of these 3 things:

    • Your scene when you are finished
    • Your complete events page (use multiple screenshots if needed)
    • Your game while you are playing

 


Grading Grading

Your submission... Your grade...

Extended

  • All requirements for an A are met
  • The ball bounces faster each time it hits a wall
A+

Exceptional

  • Exceptional effort
  • The scene contains these items:
    • Tiled Sprite (wall)
    • Sprite (ball)
  • The scene is enclosed by tiled sprites
  • The ball starts moving in a random direction 
  • The ball bounces indefinitely
  • Object names are clear and appropriate
    • Tiled sprite start with "Tiled" or "Tile"
A

Good

  • Good effort
  • The scene contains these items:
    • Tiled Sprite (wall)
    • Sprite (ball)
  • The scene is enclosed by tiled sprites
  • The ball starts moving
  • The ball bounces indefinitely
  • Object names are clear and appropriate
    • Tiled sprite start with "Tiled" or "Tile"
B

Reasonable

  • Reasonable effort
  • The scene contains these items:
    • Tiled Sprite (wall)
    • Sprite (ball)
  • The scene is enclosed by sprites
  • The ball starts moving
  • The ball bounces indefinitely
C

Needs Improvement

  • The scene contains these items:
    • Tiled Sprite (wall)
    • Sprite (ball)
  • The scene is enclosed by sprites
  • The ball starts moving
D

Insufficient

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

 

◄ 🏆 Unit 01: Test
11: Catch the Cue Ball (Part 02) ►
You are currently using guest access (Log in)
Get the mobile app
Powered by Moodle