Any playable Hype should have a Game End component. The Game End let's the player know they've completed the Hype and gives the option to replay or move on to the next Hype. The Game End will also be important when combining multiple Hypes into a Playlist.
|Execute||Stops the Hype based on the properties of this component.|
|Enabled||Determines if the component is executable.|
|Enable Slowdown||When executed any moving objects or particles will slow down and freeze in place.|
|Ending Type||Choose how the Hype behaves once ended.|
|Type||Determines if the ending was a success or failure.|
|Wait Time||Set the duration between the Game End and the Ending Type action.|
Creating a Finish Line • 1:23 • Annotated Tutorial
Includes using Collision Trigger & Game End components
Creating a Timer with Start/Finish Triggers and Leaderboard Entry • 2:47 • Annotated Tutorial
Includes using Collision Trigger, Timer, Text, Leaderboard & Game End components
Creating a Conditional Game End • 2:00 • Annotated Tutorial
Includes using Collision Trigger, Compare & Game End
Make a Game End on Object Touch • 5:13 • Stream Segment
Includes using Object Touch & Game End components
Normally we'd want the Game End to be triggered at the end of gameplay in a Hype but for this example we're just going to trigger it with the press of a Button. To make it visually interesting we've also set up a small scene with a ragdoll and some boxes surrounding an Explosive Force. All the logic for the Explosive Force to execute and send everything flying has already been set-up and is working. All we need to do is trigger a Game End to go along with the action.
Like most components the Game End can be spawned as a stand-alone component node or embedded in an object. Since this is a very basic example we'll use a component node so we can see the connections more easily.
Our button is already set up so we'll simply drag the link from the button to the Game End component and select On Start>Execute.
Now we are done. We can test.