# How do I create a bowling game?

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### » Tue Jan 06, 2015 3:06 am

I have a simple bowling game setup. Basically the ball is at the bottom of the screen. It's a physics object and when the user clicks the ball is launched upward in the Y axis towards the pins. The pins are also physics objects. No matter what settings I change or manipulate in the physics the pins just float away like they are in space when hit. I just cant get a realistic collision to work. Anyone have any better ideas to get something closer to actual pins?

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### » Tue Jan 06, 2015 4:59 am

according to your code, you are setting world gravity to 0, that may be the reason why your pins " float"
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### » Tue Jan 06, 2015 6:35 am

I would not choose C2 for this game since it's 3D, but mby I'm wrong.
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### » Tue Jan 06, 2015 8:29 am

Remus B wrote:I would not choose C2 for this game since it's 3D, but mby I'm wrong.

I think it's great that he's trying this- I assume by scaling the sprites at various y values- should be a nice challenge!
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### » Tue Jan 06, 2015 9:49 am

Ye, but even if it's possible, the pin physhics will be a huge pain because there is no z axys.
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### » Tue Jan 06, 2015 12:24 pm

Okay so i have been giving this some thought. Without the Z axis, doing this with Physics is gonna be really difficult. So I'm thinking of approaching this with Animations and variables. Just thinking out loud here so let me know if this seems feasible.

Set up a variable for the ball speed.

Variable - Ball Speed = Slow, Medium, Fast

Set up three hit markers in front of the pins, they will be a single sprite image instead of each single pin.

Targets - T1, T2, T3

First Throw

Ball on collision with T1 and Anim 1

Speed = S - Play Anim 2

Speed = m - Play Anim 3 = Strike

Speed = f - Play Anim 4

Ball on collision with T2 and Anim 1

Speed = S - Play Anim 5

Speed = m - Play Anim 6

Speed = f - Play Anim 7 = Strike

Ball on collision with T3 and Anim 1

Speed = S - Play Anim 5 -Mirrored

Speed = m - Play Anim 6 -Mirrored

Speed = f - Play Anim 7 -Mirrored = Strike

Firs throw we have 6 unique Anims for them hitting the pins.

T3 can just be mirrored over from T2 as it's the same thing just on the opposite side.

Second Throw

Ball on collision with T1 and Anim 2

Speed = S - Play Anim 8

Speed = m - Play Anim 9

Speed = f - Play Anim 10

No Set for Anim 3 as that resulted in a strike.

Ball on collision with T1 and Anim 4

Speed = S - Play Anim 11

Speed = m - Play Anim 12

Speed = f - Play Anim 13

Ball on collision with T2 and Anim 5

Speed = S - Play Anim 14

Speed = m - Play Anim 15

Speed = f - Play Anim 16

Ball on collision with T2 and Anim 6

Speed = S - Play Anim 17

Speed = m - Play Anim 18

Speed = f - Play Anim 19

No set for anim 7 as that resulted in a strike

Ball on collision with T3 and Anim 5 -Mirrored

Speed = S - Play Anim 11 -mirrored

Speed = m - Play Anim 12 -mirrored

Speed = f - Play Anim 13 -mirrored

Ball on collision with T3 and Anim 6 -Mirrored

Speed = S - Play Anim 14 -mirrored

Speed = m - Play Anim 15 -mirrored

Speed = f - Play Anim 16 -mirrored

In total we are looking at 18 different possible animations for when the pins are hit. And 1 animation for when the ball hits the gutter lane. Gutter lane anim can be mirrored as well for the opposite side. Looking at 19 animations possible.

To me this seems the most efficient way to approach it, but maybe someone has a better idea.
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