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Multiple Maps Explanation
In sprint 3 we decided to add the multiple maps feature to the game to improve the game playability. We decided to add a portal after winning the spaceship in order to provide an entrance to the bonus map. In the bonus map, there will be no monsters and player are free to collect more and more gold before hitting the exit portal. Background image for the bonus map is here. BGM for the bonus map is here.
Under the com/deco2800/game/areas/terrain/TerrainFactory.java
file, we added a new terrainType ROCK_ROAD
:
case ROCK_ROAD:
TextureRegion rockRoad =
new TextureRegion(resourceService.getAsset("images/rock.jpg", Texture.class));
return createRockRoadTerrain(1, rockRoad);
In order to create rock road terrain and tiles, two private functions have been created:
private TerrainComponent createRockRoadTerrain(float tileWorldSize, TextureRegion road) {
GridPoint2 tilePixelSize = new GridPoint2(road.getRegionWidth(), road.getRegionHeight());
TiledMap tiledMap = createRockRoadTiles(tilePixelSize, road);
TiledMapRenderer renderer = createRenderer(tiledMap, tileWorldSize / tilePixelSize.x);
return new TerrainComponent(camera, tiledMap, renderer, orientation, tileWorldSize);
}
private TiledMap createRockRoadTiles(GridPoint2 tileSize, TextureRegion road) {
TiledMap tiledMap = new TiledMap();
TerrainTile grassTile = new TerrainTile(road);
TiledMapTileLayer newLayer = new TiledMapTileLayer(MAP_SIZE.x, MAP_SIZE.y + 47, tileSize.x, tileSize.y);
fillTiles(newLayer, MAP_SIZE, grassTile, 49);
tiledMap.getLayers().add(newLayer);
return tiledMap;
}
After that, we added one parameter int vertical
into fillTiles()
function, so that the tiles can be filled in the given vertical height.
Based on the above code, some public functions have been created in order to be called under com/deco2800/game/screens/MainGameScreen.java
to realize the scrolling terrain:
switch (newMapStatus) {
case Off:
...
case On:
// Render terrains on new map
if (screenVector.x > (2 * counter + 1) * 10) {
counter += 1;
forestGameArea.spawnTerrainRandomly((int) (screenVector.x + 2), TerrainFactory.TerrainType.ROCK_ROAD);
}
In order to draw image on certain vertical height. We added an global variable private float vertical = 0;
into com/deco2800/game/rendering/BackgroundRenderComponent.java
, and created a public function to manually adjust the height of background:
/**
* Set the vertical start point for the background texture
* @param y vertical value
*/
public void setVertical(float y) {
vertical = y;
}
@Override
public void draw(SpriteBatch batch) {
batch.draw(texture, -30, 0, 30, 15);
batch.draw(texture, horizontal, 0, 30, 15);
batch.draw(texture, -30, vertical, 30, 15);
batch.draw(texture, horizontal, vertical, 30, 15);
}
After that, under com/deco2800/game/areas/ForestGameArea.java
, we created the following function to show new map scrolling background image on given height:
public void showNewMapScrollingBackground(int counter, float vertical) {
Entity gameBg = new Entity();
BackgroundRenderComponent newBg = new BackgroundRenderComponent("images/background_2.png");
newBg.setHorizontal(30f * counter);
newBg.setVertical(vertical);
gameBg.addComponent(newBg);
spawnEntity(gameBg);
}
Last but not least, call showNewMapScrollingBackground
and set its vertical parameter according to the player current position under com/deco2800/game/screens/MainGameScreen.java
.
Under com/deco2800/game/areas/ForestGameArea.java
, created four public functions, which can be called to play or stop corresponding BGM from other class.
public void playMusic() {
Music music = ServiceLocator.getResourceService().getAsset(BACKGROUNDMUSIC, Music.class);
music.setLooping(true);
music.setVolume(0.3f);
music.play();
}
public void playNewMapMusic() {
Music newMusic = ServiceLocator.getResourceService().getAsset(NEWMAP_BACKGROUNDMUSIC, Music.class);
newMusic.setLooping(true);
newMusic.setVolume(0.3f);
newMusic.play();
}
public void stopMusic() {
ServiceLocator.getResourceService().getAsset(BACKGROUNDMUSIC, Music.class).stop();
}
public void stopNewMapMusic() {
ServiceLocator.getResourceService().getAsset(NEWMAP_BACKGROUNDMUSIC, Music.class).stop();
}
After creating above functions, we can call these functions under com/deco2800/game/screens/MainGameScreen.java
to realize switching BGM between regular map and bonus map.
switch (newMapStatus) {
case Off:
forestGameArea.stopNewMapMusic();
forestGameArea.playMusic();
...
case On:
forestGameArea.stopMusic();
forestGameArea.playNewMapMusic();
...
In "sprint 3" we decided to arrange various shapes of obstacles such as pyramids, lines, columns, etc. Here are examples of obstacles:
Create the game "rock" obstacle
A row of 5 rocks in a straight line suspended in the air
At coordinates y= 50, the rocks will be on the ground, so at position y=55, the rocks will appear in the air and become an obstacle when the character moves.
Create a loop to create x-coordinates for 5 consecutive stones standing next to each other.
The spawnRocksone function will be called at MainGameScreen.java and will appear when switching to a new map.
"spawnEntityAt" function helps us choose the coordinate position of the center of the rock, from there using rock.png and will scale the size of the rock horizontally and vertically.
public void spawnRocksone(int xValue) {
for (int i = 0; i < 5; i++) {
GridPoint2 pos = new GridPoint2(xValue + 2 +i, 55);
Entity rock = ObstacleFactory.createRock();
spawnEntityAt(rock, pos, true, false);
Create the game "rock" obstacle
Form a rocks pyramid with six rocks stacked on top of each other, a total of 6 rocks needed
Since the pyramid consists of three floors from the ground, the y coordinate of the rocks will be from 50 to 52, since y=50 the co-ordinate of the rocks will be on the ground
The x coordinate will depend on the location of the rocks.
The spawnRockstwo function will be called at MainGameScreen.java and will appear when switching to a new map.
"spawnEntityAt" function helps us choose the coordinate position of the center of the rock, from there using rock.png and will scale the size of the rock horizontally and vertically.
public void spawnRockstwo(int xValue) {
GridPoint2 Pos = new GridPoint2 ( xValue + 10, 50);
Entity rock = ObstacleFactory.createRock();
spawnEntityAt(rock, Pos, true, false);
GridPoint2 PosTwo = new GridPoint2 ( xValue + 11, 51);
Entity rockTwo = ObstacleFactory.createRock();
spawnEntityAt(rockTwo, PosTwo, true, false);
GridPoint2 PosThree = new GridPoint2 ( xValue + 12, 52);
Entity rockThree = ObstacleFactory.createRock();
spawnEntityAt(rockThree, PosThree, true, false);
GridPoint2 PosFour = new GridPoint2 ( xValue + 12, 51);
Entity rockFour = ObstacleFactory.createRock();
spawnEntityAt(rockFour, PosFour, true, false);
GridPoint2 PosFive = new GridPoint2 ( xValue + 12, 50);
Entity rockFive = ObstacleFactory.createRock();
spawnEntityAt(rockFive, PosFive, true, false);
GridPoint2 PosSix = new GridPoint2 ( xValue + 11, 50);
Entity rockSix = ObstacleFactory.createRock();
spawnEntityAt(rockSix, PosSix, true, false);
}
Create the game "rock" obstacle
Form a rocks pyramid with six rocks stacked on top of each other, a total of 6 rocks needed
Since the pyramid consists of three floors from the ground, the y coordinate of the rocks will be from 50 to 52, since y=50 the co-ordinate of the rocks will be on the ground
The x coordinate will depend on the location of the rocks.
The spawnRocksthree function will be called at MainGameScreen.java and will appear when switching to a new map.
"spawnEntityAt" function helps us choose the coordinate position of the center of the rock, from there using rock.png and will scale the size of the rock horizontally and vertically.
public void spawnRocksthree(int xValue) {
GridPoint2 Pos = new GridPoint2 ( xValue + 14, 52);
Entity rock = ObstacleFactory.createRock();
spawnEntityAt(rock, Pos, true, false);
GridPoint2 PosTwo = new GridPoint2 ( xValue + 14, 51);
Entity rockTwo = ObstacleFactory.createRock();
spawnEntityAt(rockTwo, PosTwo, true, false);
GridPoint2 PosThree = new GridPoint2 ( xValue + 14, 50);
Entity rockThree = ObstacleFactory.createRock();
spawnEntityAt(rockThree, PosThree, true, false);
GridPoint2 PosFour = new GridPoint2 ( xValue + 15, 51);
Entity rockFour = ObstacleFactory.createRock();
spawnEntityAt(rockFour, PosFour, true, false);
GridPoint2 PosFive = new GridPoint2 ( xValue + 15, 50);
Entity rockFive = ObstacleFactory.createRock();
spawnEntityAt(rockFive, PosFive, true, false);
GridPoint2 PosSix = new GridPoint2 ( xValue + 16, 50);
Entity rockSix = ObstacleFactory.createRock();
spawnEntityAt(rockSix, PosSix, true, false);
}
Arow of 5 rocks in a straight line suspended in the air
Since it is a column, the x coordinate will stay the same, so we set x=18
Loop the y coordinate to form 5 rock stacked on top of each other forming a straight column, with y= 50 rock will be on the ground facing up
The spawnRocksfour function will be called at MainGameScreen.java and will appear when switching to a new map.
"spawnEntityAt" function helps us choose the coordinate position of the center of the rock, from there using rock.png and will scale the size of the rock horizontally and vertically.
public void spawnRocksfour(int xValue) {
for (int i = 0; i < 5; i++) {
GridPoint2 pos = new GridPoint2(xValue + 18, 50+i);
Entity rock = ObstacleFactory.createRock();
spawnEntityAt(rock, pos, true, false);
}
}
Create the game "rock" obstacle
A row of 5 rocks in a straight line suspended in the air
Since it is a column, the x coordinate will stay the same, so we set x=20
Loop the y coordinate to form 5 rock stacked on top of each other forming a straight column, with y start from 57
The spawnRocksfive function will be called at MainGameScreen.java and will appear when switching to a new map.
"spawnEntityAt" function helps us choose the coordinate position of the center of the rock, from there using rock.png and will scale the size of the rock horizontally and vertically.
public void spawnRocksfive(int xValue) {
for (int i = 0; i < 4; i++) {
GridPoint2 pos = new GridPoint2(xValue + 20, 57+i);
Entity rock = ObstacleFactory.createRock();
spawnEntityAt(rock, pos, true, false);
}
}
Create the game "rock" obstacle
Form a rocks larger pyramid with ten rocks stacked on top of each other, a total of 6 rocks needed
Since the pyramid consists of four floors from the ground, the y coordinate of the rocks will be from 50 to 53, since y=50 the co-ordinate of the rocks will be on the ground
The x coordinate will depend on the location of the rocks.
The spawnRocksssixfunction will be called at MainGameScreen.java and will appear when switching to a new map.
"spawnEntityAt" function helps us choose the coordinate position of the center of the rock, from there using rock.png and will scale the size of the rock horizontally and vertically.
public void spawnRockssix(int xValue) {
GridPoint2 Pos = new GridPoint2 ( xValue + 22, 53);
Entity rock = ObstacleFactory.createRock();
spawnEntityAt(rock, Pos, true, false);
GridPoint2 PosTwo = new GridPoint2 ( xValue + 22, 52);
Entity rockTwo = ObstacleFactory.createRock();
spawnEntityAt(rockTwo, PosTwo, true, false);
GridPoint2 PosThree = new GridPoint2 ( xValue + 22, 51);
Entity rockThree = ObstacleFactory.createRock();
spawnEntityAt(rockThree, PosThree, true, false);
GridPoint2 PosFour = new GridPoint2 ( xValue + 22, 50);
Entity rockFour = ObstacleFactory.createRock();
spawnEntityAt(rockFour, PosFour, true, false);
GridPoint2 PosFive = new GridPoint2 ( xValue + 23, 52);
Entity rockFive = ObstacleFactory.createRock();
spawnEntityAt(rockFive, PosFive, true, false);
GridPoint2 PosSix = new GridPoint2 ( xValue + 23, 51);
Entity rockSix = ObstacleFactory.createRock();
spawnEntityAt(rockSix, PosSix, true, false);
GridPoint2 PosSeven = new GridPoint2 ( xValue + 23, 50);
Entity rockSeven = ObstacleFactory.createRock();
spawnEntityAt(rockSeven, PosSeven, true, false);
GridPoint2 PosEight = new GridPoint2 ( xValue + 24, 51);
Entity rockEight = ObstacleFactory.createRock();
spawnEntityAt(rockEight, PosEight, true, false);
GridPoint2 PosNine = new GridPoint2 ( xValue + 24, 50);
Entity rockNine = ObstacleFactory.createRock();
spawnEntityAt(rockNine, PosNine, true, false);
GridPoint2 PosTen = new GridPoint2 ( xValue + 25, 50);
Entity rockTen = ObstacleFactory.createRock();
spawnEntityAt(rockTen, PosTen, true, false);
}
ForestGameArea_spawnWoods()
ForestGameArea_spawnRocksone (Generate line 5 rocks in the new map)
ForestGameArea_showNewMapBackground
ForestGameArea_spawnInvisibleCeiling
ForestGameArea_spawnGoldNewMap
ForestGameArea_playNewMapMusic
Camera Angle and The Player's Perspective
Achievements Trophies and Cards
πΎ Obstacle/Enemy
βMonster Manual
βObstacles/Enemies
ββ- Alien Plants
ββ- Variation thorns
ββ- Falling Meteorites
ββ- FaceHugger
ββ- AlienMonkey
βSpaceship & Map Entry
βParticle effect
[code for debuff animations](code for debuff animations)
Main Character Movement, Interactions and Animations - Code Guidelines
ItemBar & Recycle system
πΎ Obstacle/Enemy
βObstacle/Enemy
βMonster Manual
βSpaceship Boss
βParticle effects
βOther Related Code
βUML & Sequence diagram of enemies/obstacles
Scoring System Implementation Explanation
Buff and Debuff Implementation
Infinite generating terrains Implementation Explanation
Game Over Screen and functions explaination
Buffer timer before game start
Rocks and woods layout optimization
Magma and nails code implementation
Guide: Adding Background music for a particular screen
History Scoreboard - Score Details
Listening for important events in the Achievements ecosystem
Hunger and Thirst icon code guidelines
Hunger and Thirst User Testing
Buff and Debuff Manual User Testing
The New Button User Test in Setting Page
The Main Menu Buttons User Testing
Infinite loop game and Terrain Testing
https://github.com/UQdeco2800/2021-ext-studio-2.wiki.git
πΎ Obstacle/Enemy
βObstacle testing
ββ- Alien Plants & Variation Thorns
ββ- Falling Meteorites
βEnemy testing
ββ- Alien Monkeys & Facehugger
ββ- Spaceship Boss
βMonster Manual
βParticle-effect
βPlayer attack testing
ββ- Player Attack
Sprint 1
Sprint 2
Sprint 3
Sprint 4
Changeable background & Buffer time testing
Game over screen test sprint 4
New terrain textures on bonus map test sprint 4
Achievements System, Game Records and Unlockable Chapters
Musics Implementation Testing plan