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Getting Started

polyrain edited this page Aug 1, 2021 · 1 revision

Project Structure

  • assets: Contains supporting assets that aren't directly loaded by the game. This can include wiki images, documentation, texture files, etc.
  • source: Contains the source code of the game following the libGDX project layout.

Running the Game

The game uses the Gradle build tool. Open the source directory with IntelliJ or another IDE with Gradle support to automatically install dependencies. Alternatively, Gradle will install dependencies when you first run the game.

From IntelliJ

A pre-setup Intellij project is provided which contains tasks to run and test the game.

  1. Create a new directory .idea under source/, so that the path of this folder is game-engine/source/.idea/

  2. Copy the contents of .idea.template into .idea. You should now have the path game-engine/source/.idea/workspace.xml

  3. Open the source directory in IntelliJ as an existing project. Say yes to importing Gradle settings.

  4. Under project settings (File > Project Structure > Project), select version 11 as the project SDK and language level.

  1. Run or edit the game using the provided build tasks.

From command-line

Alternatively from a terminal inside the source directory, you can run:

  • ./gradlew run to run the game.
  • ./gradlew test to run the unit tests.
  • ./gradlew build to build a release version of the game.
  • ./gradlew clean to delete the generated output directory.

Dependending on your OS, you may need to substitute ./gradlew with gradlew.bat or gradle (if globally installed).

On MacOS

Depending on your version of MacOS, you may encounter an issue with the game launching but no screen appearing. Make sure you check the MacOS Setup Guide to troubleshoot this issue and get the game running.

Game Introduction

The example game provided is called Box Boy. It is a simple game with a player that runs around a forest filled with ghosts. The following sections will give a light overview on how the game is put together.

Screens and Game Areas

The game is composed of a number of screens and can only display one screen at a time. Within Box Boy there are 3 screens:

The screens are managed by GDX Game: /GdxGame.java, which makes it easy to move between them like a state machine.

When you run the game, you'll first come to the Main Menu Screen. From here you'll see the main menu, where the 'Settings' button will take you to the Settings Screen, and the 'Start' button will take you to the Main Game Screen.

Screens can also contain game areas which makes it easy to create different levels or areas within a screen. An example in the game of this is in the Main Game Screen, which currently has a Forest Game Area. The Forest Game Area is a good place to get started within the code: /areas/ForestGameArea.java.

Screen are responsible for initiating important game services, drawing the background and UI, rendering the entities and handling input. When using game areas, some of the screen's responsibilities can be delegated to the game areas.

In the game, the Main Game Screen intialises important services such as the Physics Service, Input Service, Entity Service, etc., as well as loads assets and creates the UI for the screen. The Forest Game Area is then responsible for loading game area-specific assets, drawing the background tiles, drawing game area-specific UI, creating the trees, player and ghosts, and playing the background music.

Learn more about screens and game areas in Game Screens.

Entities

There are a number of entities within the game including the trees, player and ghosts.

Learn more about entities in Entity Component System (ECS).

Gameplay

Home

Main Character

πŸ‘Ύ Obstacle/Enemy

Food & Water

Pickable Items

Game achievements

Game Design

Emotional Goals

Game Story

Influences

Style

Pixel Grid Resolution

Camera Angle and The Player's Perspective

Features Design

Achievements Screen

Achievements Trophies and Cards

Music Selection GUI

πŸ‘Ύ Obstacle/Enemy

 Monster Manual
 Obstacles/Enemies
  - Alien Plants
  - Variation thorns
  - Falling Meteorites
  - FaceHugger
  - AlienMonkey
 Spaceship & Map Entry
 Particle effect

Buffs

Debuffs

Buffs and Debuffs manual

Game Instruction

[code for debuff animations](code for debuff animations)

Infinite loop game system

Main Menu Screen

New Setting Screen

Hunger and Thirst

Goals and Objectives

HUD User Interface

Inventory System

Item Bar System

Scoring System

Props store

BGM design

Sound Effect design

Main game interface

Invisible ceiling

New terrain sprint 4

New game over screen sprint 4

Code Guidelines

Main Character Movement, Interactions and Animations - Code Guidelines

Item Pickup

ItemBar & Recycle system

Main Menu Button Code

Game Instructions Code

πŸ‘Ύ Obstacle/Enemy

 Obstacle/Enemy
 Monster Manual
 Spaceship Boss
 Particle effects
 Other Related Code
 UML & Sequence diagram of enemies/obstacles

Scoring System Implementation Explanation

Music Implementation

Buff and Debuff Implementation

Score History Display

code improvement explanation

Infinite generating terrains Implementation Explanation

Game Over Screen and functions explaination

Buffer timer before game start

Scrolling background

Multiple Maps

Invisible ceiling

Rocks and woods layout optimization

Magma and nails code implementation

Background Music Selection

Chooser GUI Implementation

Chooser GUI Logic Persistence

Guide: Adding Background music for a particular screen

Achievements Ecosystem - Code Guidelines

Achievements System

Achievements Screen

Adding Achievements (Guide)

Game Records

DateTimeUtils

History Scoreboard - Score Details

Listening for important events in the Achievements ecosystem

Food and Water System

Food System Water System

Hunger and Thirst icon code guidelines

Asset Creation

In Game Background Music

User Testing

Hunger and Thirst User Testing

Main Character Testing

Buffs and Debuffs Testing

Buff and Debuff Manual User Testing

Game Instruction User Testing

The Main Menu User Test

The New Button User Test in Setting Page

The Main Menu Buttons User Testing

Hunger and Thirst User Test

Infinite loop game and Terrain Testing

Item Bar System Testing

Randomised Item Drops

Recycle System Testing

Scoring System Testing

Music User test

https://github.com/UQdeco2800/2021-ext-studio-2.wiki.git

πŸ‘Ύ Obstacle/Enemy

 Obstacle testing
  - Alien Plants & Variation Thorns
  - Falling Meteorites
 Enemy testing
  - Alien Monkeys & Facehugger
  - Spaceship Boss
 Monster Manual
 Particle-effect
 Player attack testing
  - Player Attack

Inventory system UI layout

Props store user testing

Achievements User Testing

Sprint 1

Sprint 2

Sprint 3

Sprint 4

Items testing

Player Status testing

Changeable background & Buffer time testing

Main game interface test

Invisible ceiling test

Game over screen test sprint 4

New terrain textures on bonus map test sprint 4

Buying Props User Testing

Testing

Hunger and Thirst Testing

Main Character Player

Achievements System, Game Records and Unlockable Chapters

DateTimeUtils Testing

Scoring System Testing Plan

Distance Display Testing Plan

Musics Implementation Testing plan

History Board Testing plan

Rocks and woods testing plan

Sprint 4 terrain tests

Items

Item Bar System Testing Plan

Recycle System Testing Plan

Game Engine

Game Engine Help

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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