//@highlight
smurfy.set_first_smurf(assets.image`jump`)
{3. Check Your Screen!}
- :binoculars: Look at your project in the game window to see what your code has done.
You should see a Smurf sitting on the ground.

{4. Add Some Color}
It’s a little dark. Let’s add some color!
- :tree: From the
||scene:Scene||category, drag
||scene:set background color to||
into the||loops(noclick):on start||block.
💡 You can click the color box within the block to choose a new background color, if you like.
smurfy.set_first_smurf(assets.image`jump`)
//@highlight
scene.setBackgroundColor(13)
{5. The More, The Merrier}
Now we need a Smurf to stack!
- :sun: From the
||smurfy:Smurfy||category, drag
||smurfy:new floating Smurf||
and snap it into the end of the||loops(noclick):on start||container.
~hint Why the end? 🤷🏽♂️
The code we’re writing will run from top to bottom within the container where we place it. Since the falling Smurf will need another Smurf to land on, we need to make sure this block comes after the block where we set the first Smurf.
hint~
smurfy.set_first_smurf(assets.image`jump`)
scene.setBackgroundColor(13)
//@highlight
smurfy.add_floating_smurf()
{6. Ready to Drop?}
We have a floating Smurf, now we need to let the computer know when to drop it!
:game: From the
||controller:Controller||category, grab
||controller:on A button pressed||
and drop it into an empty area of the workspace.:sun: Now, go to
||smurfy:Smurfy||and drag
||smurfy:drop Smurf||
into the empty
||controller(noclick):on A button pressed||
container that’s now in the workspace.
Give your game a try! You should be able to drop your Smurf by pressing the (A) button in the game window, or pressing the space bar on your keyboard.
controller.A.onEvent(ControllerButtonEvent.Pressed, function () {
smurfy.drop_smurf()
})
{7. Add Some Drama}
Let’s make an impact with sound effects!
- :headphones: From the
||music:Music||category, find any block that interests you and drop it in anywhere inside the
||controller(noclick):on A button pressed||
container that’s already in your workspace.
- :mouse pointer: If your block has an
||music(noclick):until done||
option, click on it to open a dropdown menu, then choose
||music(noclick):in background||
~hint What should I pick? 🤷🏽♂️
You can decide if you want a sound effect each time your (A) button is pressed, or if you want to play music, but our example uses a water drop sound effect from the sound effects Gallery.
controller.A.onEvent(ControllerButtonEvent.Pressed, function () {
music.play(music.createSoundEffect(WaveShape.Sine, 200, 600, 255, 0, 150, SoundExpressionEffect.None, InterpolationCurve.Linear), music.PlaybackMode.InBackground)
})
hint~
controller.A.onEvent(ControllerButtonEvent.Pressed, function () {
//@highlight
music.play(music.createSoundEffect(WaveShape.Sine, 200, 600, 255, 0, 150, SoundExpressionEffect.None, InterpolationCurve.Linear), music.PlaybackMode.InBackground)
smurfy.drop_smurf()
})
{8. Make It Challenging}
You now have a complete game! Can you believe it?
But the game is pretty easy to win. Let’s make it more challenging.
- :id card: From the
||info:Info||category, drag
||info:start countdown (10) seconds||
into the end of your
||loops(noclick):on start||container.
- :id card: You’ll want to drag another
||info:start countdown (10) seconds||
block into the end of your
||controller(noclick):on A button pressed||container.
smurfy.set_first_smurf(assets.image`jump`)
scene.setBackgroundColor(13)
smurfy.add_floating_smurf()
//@highlight
info.startCountdown(10)
controller.A.onEvent(ControllerButtonEvent.Pressed, function () {
music.play(music.createSoundEffect(WaveShape.Sine, 200, 600, 255, 0, 150, SoundExpressionEffect.None, InterpolationCurve.Linear), music.PlaybackMode.InBackground)
smurfy.drop_smurf()
//@highlight
info.startCountdown(10)
})
{9. When Time Runs Out}
This is great, but when time runs out, the game just ends. Let’s give the player more chances to make a tall tower.
- :id card: From the
||info:Info||category, drag the
||info:on countdown end||
container into an empty area of the workspace.
- :id card: Go back to the
||info:Info||category, and drag
||info:change life by [-1]||
into the empty
||info(noclick):on countdown end||
container that’s now in your workspace.
- :id card: Finish this part by dragging a new
||info:start countdown (10) seconds||
block into the end of the
||info(noclick):on countdown end||
container in your workspace.
info.onCountdownEnd(function () {
info.changeLifeBy(-1)
info.startCountdown(10)
})
{10. Increase Lives}
If you want to give your player more chances to win, you can increase the number of lives they start with.
- :id card: From the
||info:Info||category, drag
||info:set life to (5)||
into the||loops(onclick):on start||container.
That’s it! Now play your game and see if you can make it to the top!
smurfy.set_first_smurf(assets.image`jump`)
scene.setBackgroundColor(13)
smurfy.add_floating_smurf()
info.startCountdown(10)
//@highlight
info.setLife(5)
{Finale}
🥳 Great Job 🥳
You have finished the tutorial!
When you’re ready, click Done to share your game with family and friends!
scene.setBackgroundColor(13)
info.setLife(5)
music.play(music.createSoundEffect(WaveShape.Sine, 200, 600, 255, 0, 150, SoundExpressionEffect.None, InterpolationCurve.Linear), music.PlaybackMode.InBackground)
controller.A.onEvent(ControllerButtonEvent.Pressed, function () {
music.play(music.createSoundEffect(WaveShape.Sine, 200, 600, 255, 0, 150, SoundExpressionEffect.None, InterpolationCurve.Linear), music.PlaybackMode.InBackground)
info.startCountdown(10)
smurfy.drop_smurf()
})
info.onCountdownEnd(function () {
info.startCountdown(10)
info.changeLifeBy(-1)
})
smurfy.set_first_smurf(assets.image`jump`)
scene.setBackgroundColor(13)
smurfy.add_floating_smurf()
info.setLife(3)
info.startCountdown(10)
music.play(music.createSong(hex`0078000408020100001c00010a006400f401640000040000000000000000000000000005000004120000000400011d04000800012008000c000124`), music.PlaybackMode.InBackground)
music.baDing.play()
arcade-sprite-data=github:microsoft/arcade-sprite-data#v0.0.5
namespace SpriteKind {
export const Mountain = SpriteKind.create()
export const Smurf = SpriteKind.create()
}
//% weight=100 color=#3ea8b8 icon="\uf185"
namespace smurfy {
let smurf_weight = 0
let smurf: Sprite = null
let moving_smurf: Sprite = null
let current_smurf: Sprite = null
let bottom_smurf: Sprite = null
let center_of_gravity = 0
let mountain_smurfs: Sprite[] = []
let top_smurf: Sprite = null
let smurf_fell_off = false
let village: Image[] = []
export let speed = 60
village = [assets.image`sit`, assets.image`squat`, assets.image`float`, assets.image`smurfette`,
assets.image`jump`, assets.image`ken`, assets.image`profile`]
scene.onOverlapTile(SpriteKind.Smurf, assets.image`winCloud`, function (sprite, location) {
game.gameOver(true)
})
sprites.onOverlap(SpriteKind.Smurf, SpriteKind.Mountain, function (sprite, otherSprite) {
sprite.vy = 0
sprite.ay = 0
sprite.setKind(SpriteKind.Mountain)
smurf_fell_off = will_the_smurf_fall_off(sprite, otherSprite)
if (smurf_fell_off) {
sprite.startEffect(effects.fire)
} else if (will_the_stack_fall_down()) {
sprites.setDataSprite(otherSprite, "smurf on top of me", sprite)
explode_smurfs()
pause(1000)
game.gameOver(false)
} else {
top_smurf = sprite
scene.cameraFollowSprite(sprite)
sprites.setDataSprite(otherSprite, "smurf on top of me", sprite)
info.changeScoreBy(1)
}
add_floating_smurf()
})
// calculate new center of gravity
function will_the_stack_fall_down() {
mountain_smurfs = sprites.allOfKind(SpriteKind.Mountain)
center_of_gravity = 0
for (let value of mountain_smurfs) {
center_of_gravity += value.x
}
if (center_of_gravity / mountain_smurfs.length < bottom_smurf.left || center_of_gravity / mountain_smurfs.length > bottom_smurf.right) {
return true
}
return false
}
function explode_smurfs() {
current_smurf = bottom_smurf
while (current_smurf) {
current_smurf.setFlag(SpriteFlag.Ghost, true)
current_smurf.setVelocity(randint(-200, 200), randint(-200, 200))
current_smurf = sprites.readDataSprite(current_smurf, "smurf on top of me")
scene.cameraFollowSprite(null)
}
}
/**
* Sets Smurf falling
*/
//% blockId=drop_smurf
//% help=tutorial-only
//% block="drop Smurf"
export function drop_smurf() {
moving_smurf.ay = 300
moving_smurf.vx = 0
moving_smurf.setFlag(SpriteFlag.BounceOnWall, false)
}
/**
* Places first Smurf on ground
*/
//% blockId=first_smurf
//% help=tutorial-only
//% block="set first Smurf $myImage"
//% myImage.shadow=screen_image_picker
//% myImage.defl=assets.image`jump`
//% weight=200
export function set_first_smurf(myImage: Image) {
tiles.setTilemap(assets.tilemap`level1`)
smurf = sprites.create(myImage, SpriteKind.Mountain)
smurf.ay = 300
smurf.setPosition(80, 1225)
scene.cameraFollowSprite(smurf)
top_smurf = smurf
smurf_weight = 22
bottom_smurf = smurf
}
/**
* Loads next Smurf into the air
*/
//% blockId=add_smurf
//% help=tutorial-only
//% block="new floating Smurf"
export function add_floating_smurf() {
speed = 60 + (info.score() * 3)
moving_smurf = sprites.create(village[randint(0, village.length - 1)], SpriteKind.Smurf)
if (moving_smurf.image.equals(top_smurf.image)) {
sprites.destroy(moving_smurf)
add_floating_smurf()
} else {
moving_smurf.bottom = top_smurf.top - 8
moving_smurf.x = 80
moving_smurf.setFlag(SpriteFlag.BounceOnWall, true)
moving_smurf.vx = speed
}
}
function will_the_smurf_fall_off(falling_smurf: Sprite, smurf_stack: Sprite) {
if (falling_smurf.x > smurf_stack.right) {
falling_smurf.setVelocity(50, -50)
falling_smurf.setFlag(SpriteFlag.Ghost, true)
falling_smurf.setFlag(SpriteFlag.AutoDestroy, true)
info.changeLifeBy(-1)
return true
} else if (falling_smurf.x < smurf_stack.left) {
falling_smurf.setVelocity(-50, 50)
falling_smurf.setFlag(SpriteFlag.Ghost, true)
falling_smurf.setFlag(SpriteFlag.AutoDestroy, true)
info.changeLifeBy(-1)
return true
} else {
return false
}
}
scene.onHitWall(SpriteKind.Smurf, function (sprite, location) {
if (sprite.isHittingTile(CollisionDirection.Bottom)) {
game.gameOver(false)
}
})
}
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}
