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Feature/ultimate#9

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ZhalgasB wants to merge 27 commits into
feature/ui-ux-checkfrom
feature/ultimate
Draft

Feature/ultimate#9
ZhalgasB wants to merge 27 commits into
feature/ui-ux-checkfrom
feature/ultimate

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@ZhalgasB
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… handling

- Reorganize state initialization sequence for proper lambda resolution
- Implement separate input processors for gameplay and pause overlay
- Introduce dispose() method for proper resource management
- Update resize() method to include GameOverState resizing
- Enhance GameOverState with UI elements and interaction
- Improve event handling for game pause and resume
- Create Boss class with enhanced abilities and phases
- Add boss spawning and defeat logic in PlayingState
- Extend EnemyFactory to include Boss as a spawnable enemy type
- Update GameEvent with BOSS_SPAWNED and BOSS_DEFEATED events
- Modify PlayingState to handle boss fight UI and scoring
- Add new static Texture field for bossTexture
- Load boss texture from "sprites/enemies/boss.png"
- Update load() method to include boss texture
- Simplify boss position reset logic after swoop
- Allow for float damage values in boss hit method
- Modified health field from int to float for more granular damage calculations
- Updated constructor, hit method, and getHealth to reflect the new health type
- Adjusted clone method to cast health back to int to maintain API compatibility
- Remove Stage, Skin, and UI components dependency
- Simplify render method for game over screen
- Use basic BitmapFont for text rendering
- Handle font resource disposal manually
- Remove Stage, Skin, and UI components dependency
- Simplify render method for game over screen
- Use basic BitmapFont for text rendering
- Handle font resource disposal manually
- Add boss bullet handling and shooting logic
- Implement three different boss phases with varying behavior
- Update boss movement and appearance for improved visual experience
- Create bullet list management within the Boss class
- Create BossBullet class with position, velocity, and size attributes
- Implement update method to move the bullet and check if it's alive
- Implement draw method to render the bullet
- Add destroy, isAlive, and getBounds methods for bullet management
- Introduce Boss entity with special spawning and update logic
- Implement boss fight trigger based on player score
- Add boss bullet spawning and collision detection
- Update game status messages for boss events
- Adjust enemy spawning and scoring system for boss fights
- Improve boss aiming mechanism by using player position
- Add boss bullet drawing and player collision detection
- Implement boss bullet movement and spawning logic
- Adjust boss positioning and scaling for better visibility and gameplay
- Refactor boss shooting patterns for increased aggression
- Update GameState to handle boss bullets in drawing and collision checks
- Implement PowerUp class with type enumeration (HEALTH, SHIELD, FIRE_RATE)
- Add update logic to move power-ups and remove when out of screen
- Implement draw method to render power-up texture
- Add collect method to handle power-up effect (currently just increases score)
- Include basic collision detection with getBounds method
- Implement PowerUp class and related enums
- Add power-up spawning logic in GameState
- Update game event to include POWERUP_COLLECTED
- Implement power-up collision detection with player
- Add power-up drawing in GameState render method
- Update power-ups list in GameState update method
- Introduce new enum constant LIFE_GAINED to GameEvent
- This allows for more granular event handling in the game's observer pattern
- Implement addLife method in GameManager
- Increase lives count and notify observers on life gain
…ents

- Add status message display system with timer
- Improve boss fight mechanics and spawn conditions
- Enhance power-up collection feedback
- Optimize enemy collision detection and scoring
- Refactor weapon switching logic
- Improve code readability and formatting
- Add shield functionality with activation and consumption methods
- Implement fire rate boost with a multiplier and timer
- Introduce effective shoot delay calculation for fire rate boost
- Update shoot cooldown logic to use effective shoot delay
- Extend PowerUp.Type with display name and tint color
- Improve draw method to use tint colors for visual feedback
- Expand collect method to provide various power-up effects and return feedback strings
- Add import for Color and remove unused import
- Implement UltimateAttack class to handle shockwave logic
- Add shockwave texture loading in Assets.java
- Update PlayingState to display cooldown and handle ultimate attack
- Modify GameState to check for ultimate attack collisions
- Adjust Player class to include ultimate attack cooldown and methods
- Implement UltimateAttack class with expanding shockwave effect
- Add ultimate attack logic to Player class, including cooldown and usage
- Integrate ultimate attack collision detection in PlayingState
- Update ultimate attack cooldown display in HUD
- Adjust enemy spawn scoring system
…ltimate attack mechanics and balance

- Reduce ultimate cooldown duration from 15 seconds to 12 seconds
- Implement interval-based damage dealing for enemies within ultimate range
- Split ultimate damage into 10 ticks to prevent instant enemy destruction
- Increase ultimate lifetime from 1.5 seconds to 2.0 seconds
- Adjust ultimate animation and scaling effect for better visual impact
- Refactor ultimate attack logic to track hit enemies and apply consistent damage over time
- Add projectile texture to ultimate attack
- Implement explosion wave for ultimate attack
- Modify enemy hit detection to use explosion wave
- Refactor ultimate attack cooldown and damage logic
- PowerUp: Add rotating, pulsating, and wavering animation; increase size and speed
- UltimateAttack: Split into launch and explosion phases; add multi-wave explosion effect
- Implement ExplosionWave class with dynamic rendering and damage calculation
- Add update and draw methods for animation and screen rendering
- Include easing effects for wave expansion and fade-out
- Provide collision detection with bounding rectangle
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