Avoid the Asteroids

Make your own little arcade game on the micro:bit, and admire it in all its 5x5 pixelated glory!


You'll need

  • 1 x micro:bit
  • 1 x ADKeypad + wire
  • 1 x Breakout board

Step 1

Instructions

This project only requires 1 external component – the ADKeyboard, so just insert the micro:bit into the breakout board before connecting the ADKeyboard to the board, making sure that the colours of the wires match the colours of the pins. Simple!


Step 2

Instructions

We will add a package of code to enable us to use our kit components. Click on Advanced in the Code Drawer to see more code section and look at the bottom of the Code Drawer for Add Package.


Step 3

Instructions

This will open up a dialog box. Type in “tinker kit”. Click on the search icon or press enter, then click on the tinkercademy-tinker-kit button.

Note: If you get a warning telling you some packages will be removed because of incompatibility issues, either follow the prompts or create a new project in the Projects file menu.


Step 4

Instructions

Variables allow us to store data in the programme. We will use it to store our highscore for the game.


Step 5

Instructions

We will use a button on the Micro:bit (button B) to show the highscore when the game is not in progress. The code block “On button B pressed” fulfills this condition, and within that block, the variable “highscore” will be displayed.


Step 6

Instructions

We will use button A to start the game, which will trigger the countdown.


Step 7

Instructions

Here, we will create our variables needed for the game. To do so, click the button at the very top of the variable section called "Make a Variable..."


Step 8

Instructions

Before anything can happen after that, we must initialise the sprites in the game. Sprites are basically entities represented by a single LED on the micro:bit screen. They can move around and change direction using the code blocks provided in MakeCode.

We will also initialise the variables “alive”, a boolean which accounts for whether the player is still alive, and “speed”, which determines how fast the projectiles move.

Counter-intuitively, the lower the number, the faster the projectiles move.


Step 9

Instructions

Next, we will add a while loop. A while loop will repeatedly run itself as long as the conditions specified are met. In this case, as long as the player is alive, the game will continue to run.

Note: Be careful here, as while loops do have the potential to crash your micro:bit.

Inside the for loop, we will add the code which governs the controls of the game – the ADKeyboard. When the red A button is pressed, the sprite will move left. When the red B button is pressed, the sprite will move right. When the blue D button is pressed, the game will immediately stop.


Step 10

Instructions

After that, we will code for the enemy projectile’s movement. First we will choose a random number using the pick random block from the Math module. This number will determine which projectile will start moving up by 1.

However, this only applies if the projectiles are on the bottom row, as we will have more code which determines the behaviour of the projectiles when they are off of the bottom row. We will start with just the first enemy


Step 11

Instructions

Repeat the steps for the remaining 4 enemies.


Step 12

Instructions

This bit codes for the behaviour of the projectiles when they are in motion already. They move up by 1 if they are in the middle three rows, and they return to the bottom row if they are already at the top row. Again, we will code only for the first enemy.


Step 13

Instructions

Repeat the steps for the remaining 4 enemies.


Step 14

Instructions

We also have to check if the sprites are touching the player, so we know when the player is hit. If the player is hit, the variable “alive” is changed to False, and the while loop will stop looping, causing the game to stop.


Step 15

Instructions

Finally, we will increase the score by 1 for every loop. For every 15 points gained, the variable “speed” will be decreased by 40, causing the projectiles to speed up. The pause controls said speed of the projectiles.


Step 16

Instructions

After the game is over, we must delete the sprites so that they do not clog up the LED screen.


Step 17

Instructions

The game will display “Game Over” on the LED screen, followed by the score attained. If the score is greater than the current highscore, then the highscore will be replaced.

You've completed coding the game!


Code and References

Completed this tutorial?

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