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Item Pickup

PaddyZ edited this page Sep 13, 2021 · 3 revisions

Description:

The items on the game world anywhere could be picked up by the character.

Different sorts of items may have different spawning ways and provide same buff (increasing health 10 point for the player character) in current version sprint2

1.First_Aid_Kit

spawning ways: dropping out randomly

born at: ItemFactory.java

public static Entity createFirstAid(Entity target){
        /**
         * creates an entity for a firstAidKit
         * @param target The entity which is passed on to the first Aid component
         * @return entity
         */

        Entity firstAid = new Entity()
                .addComponent(new TextureRenderComponent("images/Items/first_aid_kit.png"))
                .addComponent(new PhysicsComponent())
                .addComponent(new ColliderComponent())
                .addComponent(new ItemComponent(target, (player) -> inchealth.increaseHealth(player)));

        return firstAid;
    }

use of the item: increase the health of the character

pick-up styles: The character can pick up the item directly or by destorying obstacles

ItemComponent & trigger event: The "collisionStart" event will be added to the entity licenser, "hitboxComponent" will be added to the entity to check if there is a collision between the character and the obstacle, when the first_aid_kit item is created from the item factory

public void create(){
        firstAid.getEvents().addListener("collisionStart", this::onCollisionStart);
        hitboxComponent = firstAidKit.getComponent(HitboxComponent.class);
}

If the player ovelapped with the obsatcle and has a collision, the "itemPickedup" event will be triggered and the items effect heals the player

private void onCollisionStart(Fixture me, Fixture other){
       if (PhysicsLayer.contains(PhysicsLayer.PLAYER, other.getFilterData().categoryBits)) // checking if the collision is done with the player
       {
                    callback.accept(target);
                    entity.getEvents().trigger("itemPickedUp");
                    AchievementsHelper.getInstance().trackItemPickedUpEvent();
                    Body physBody = entity.getComponent(PhysicsComponent.class).getBody();
                    if (physBody.getFixtureList().contains(other, true)) {
                       physBody.destroyFixture(other);
                    }
                    AchievementsHelper.getInstance().trackItemPickedUpEvent(AchievementsHelper.ITEM_FIRST_AID);
                    try {
                       entity.getComponent(TextureRenderComponent.class).dispose();
                       ServiceLocator.getEntityService().unregister(entity);
                    }
                    catch (Exception e){
                       System.out.print(e);
                   }
        }
    }

2.Apple

spawning ways: dropping out randomly

born at: ItemFactory.java

public static Entity createApple(Entity target){
        /**
         * creates an entity for a apple
         * @param target The entity which is passed on to the first Aid component
         * @return entity
         */
        Entity apple = new Entity()
                .addComponent(new TextureRenderComponent("images/Items/food.png"))
                .addComponent(new PhysicsComponent())
                .addComponent(new ColliderComponent())
                .addComponent(new ItemComponent(target,(player) -> inchealth.increaseHealth(player)));

        return apple;
    }

implementing ways: same as First_Aid_Kit

3.Water

born at: ItemFactory.java

public static Entity createWater(Entity target){
        /**
         * creates an entity for a water
         * @param target The entity which is passed on to the first Aid component
         * @return entity
         */
        Entity water = new Entity()
                .addComponent(new TextureRenderComponent("images/Items/water.png"))
                .addComponent(new PhysicsComponent())
                .addComponent(new ColliderComponent())
                .addComponent(new ItemComponent(target,(player) -> inchealth.increaseHealth(player)));

        return water;
    }

implementing ways: same as First_Aid_Kit

spawning ways: dropping out by achievement triggering

spawning working progress: (AchievementsBonusItem.java)

Firstly, the event "spawningBonusItem" will be added to the AchievementHelper when the game world be created(ForestGameArea.java)

private void setBonusItems(Entity player) {
        AchievementsBonusItems bonusItems = new AchievementsBonusItems(player);
        bonusItems.setBonusItem();
    }
public void setBonusItem() {
        AchievementsHelper.getInstance().getEvents().addListener("spawnBonusItem", this::spawnBonusItem);
    }

Once the player character unlock one achievement, a random sort of bonus item will be spawned

/**
     *  This func is used to spawn bonus items at the game world
     *  and the sort of bonus items spawned is random
     */
    public void spawnBonusItem() {
        new Thread(() -> {
            try {
                r = new Random(++RandomSeed);  //random func
                ran1 = r.nextInt(++result);    //random func
                if (ran1 % 4 == 1) {
                bonusItem = ItemFactory.createWater(this.getTarget());
                } else if (ran1 % 4 == 2) {
                    bonusItem = ItemFactory.createMagicPotion(this.getTarget());
                } else if (ran1 % 4 == 3) {
                    bonusItem = ItemFactory.createSyringe(this.getTarget());
                } else {
                    bonusItem = ItemFactory.createBandage(this.getTarget());
                }
                Vector2 vector2 = new Vector2(this.target.getPosition());
                vector2.add(5,0);
                bonusItem.setPosition(vector2);
                ServiceLocator.getEntityService().register(bonusItem);
                Thread.sleep(RENDER_DURATION);
            }
            catch (InterruptedException ignored){
            }
        }).start();

    }

4.Magic potion

spawning ways: dropping out by achievements triggering

born at: ItemFactory.java

public static Entity createMagicPotion(Entity target){
        /**
         * creates an entity for a magic potion
         * @param target The entity which is passed on to the first Aid component
         * @return entity
         */
        Entity magicPotion = new Entity()
                .addComponent(new TextureRenderComponent("images/Items/magic_potion.png"))
                .addComponent(new PhysicsComponent())
                .addComponent(new ColliderComponent())
                .addComponent(new ItemComponent(target,(player) -> inchealth.increaseHealth(player)));

        return magicPotion;
    }

implementing ways: same as Water

5.Bandage

spawning ways: dropping out by achievements triggering

born at: ItemFactory.java

public static Entity createBandage(Entity target){
        /**
         * creates an entity for a bandage
         * @param target The entity which is passed on to the first Aid component
         * @return entity
         */
        Entity bandage = new Entity()
                .addComponent(new TextureRenderComponent("images/Items/bandage.png"))
                .addComponent(new PhysicsComponent())
                .addComponent(new ColliderComponent())
                .addComponent(new ItemComponent(target,(player) -> inchealth.increaseHealth(player)));

        return bandage;
    }

implementing ways: same as Water

6.Syringe

spawning ways: dropping out by achievements triggering

born at: ItemFactory.java

public static Entity createSyringe(Entity target){
        /**
         * creates an entity for a syringe
         * @param target The entity which is passed on to the first Aid component
         * @return entity
         */
        Entity syringe = new Entity()
                .addComponent(new TextureRenderComponent("images/Items/syringe.png"))
                .addComponent(new PhysicsComponent())
                .addComponent(new ColliderComponent())
                .addComponent(new ItemComponent(target,(player) -> inchealth.increaseHealth(player)));

        return syringe;
    }

implementing ways: same as Water

7.GoldCoin

spawning ways: dropping out randomly

born at: ItemFactory.java

public static Entity createGold(Entity target){
        /**
         * creates an entity for a gold
         * @param target The entity which is passed on to the gold component
         * @return entity
         */
        Entity gold = new Entity()
                .addComponent(new TextureRenderComponent("images/Items/goldCoin.png"))
                .addComponent(new PhysicsComponent())
                .addComponent(new ColliderComponent())
                .addComponent(new GoldComponent(target));
        gold.getComponent(TextureRenderComponent.class).scaleEntity();
        gold.scaleHeight(0.8f);
        PhysicsUtils.setScaledCollider(gold, 0.5f, 0.2f);

        return gold;
    }

implementing ways: similar to First_Aid_Kit The different between the goldCoin and other items is the difference of component(GoldComponent vs ItemComponent). Under GoldComponent.java, its onCollisionStart func(check if the item able to pick up) is same as the others. However there is new recordGold(int gold) func in the GoldComponent.java, it is used to store the amount of gold taken for the player in the current game round and the gold could be used at the props shop in the next game round.

/**
     * This func is used to store the amount of goldCoin got from the player character
     * @param  gold the amount of goldCoin got from the player character in the current game round
     */
    private void recordGold(int gold) {
        try{
            String goldAmountLastRound = Integer.toString(gold);

            fileWriter.write(goldAmountLastRound);
            fileWriter.flush();
            fileWriter.close();
        }catch(IOException e){
            e.printStackTrace();
        }
    }

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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