New collectibles - Ammo & Health!
Since, in the previous article, we have limited the player to a fixed amount of lasers that he starts with, we need to give him some way of recharging that - and that is where a new power-up comes in!
Objective:
Add a new collectible power-up to the game, which will refresh the player's ammunition to the maximum. While at it, add another collectible, which will restore the player's life.
Implementation:
First, we need to create prefabs for each collectible - Ammo & Health.
With this done, we need to implement a new method in the ‘Player’ script for each of them.
Ammo - All we need here is to set the current ammo value to the maximum amount and call the update on the UI.
Health - This one is a bit more complicated, as we need to check for different states of the player since we are visualizing the damage.
- First, we need to increment the health amount. But, these lives can’t exceed the maximum amount of lives.
- Next, if the player gets healed from 1 or 2 health, the damage visualization needs to be fixed as well.
- Finally, we need to update the UI with the current life value.
And with that done, we only need to add both of these power-ups into the spawn manager so that they can spawn as well!
Now the player can play a bit more risky, knowing that he might get the precious ammo and even more precious lives back as a collectible!
But that is it for now, thank you for reading and feel free to follow me for more articles - and as always, good luck and see you next time!