Particle Effects Code
Enemies mount particle components
ParticleRenderComponent.java Defines the loading path and loading time of the particle effect file. Through getZIndex()
drawing priority of the current entity. startEffect()
is used to determine whether to trigger particle effects.
public void create() {
super.create();
pe = new ParticleEffect();
pe.load(Gdx.files.internal(texturePath), Gdx.files.internal("images/particle"));
}
public float getZIndex() {
return 1;
}
public void startEffect() {
EffectStart = true;
}
protected void draw(SpriteBatch batch) {
if (EffectStart) {
// for situation the entity is disappeared but particle effect still exist.
Vector2 entityPosition = entity.getPosition();
if (!entity.getType().equals("Portal") && !entity.getType().equals("FlyingMonkey")) {
logger.info("Position = {}, entity = {}, disappear = {}, removeTexture = {}", entityPosition, entity, entity.isDisappear(), entity.isRemoveTexture());
}
pe.update(Gdx.graphics.getDeltaTime());
pe.setPosition(entityPosition.x, entityPosition.y);
pe.draw(batch);
if (pe.isComplete()) {
pe.reset();
}
particlePlayTime += timeSource.getDeltaTime();
}
}
The following is an example of entity mounted particle effects,this is very similar to how to mount animation render component
ParticleRenderComponent particle =
new ParticleRenderComponent("images/particle/plant2.party");
obstacle.addComponent(particle)
particle.startEffect();
in Entity.java use etDisappearAfterParticle
set disappear to true. These variables play a role in removeAfterParticle()
and update()
.
public void setDisappearAfterParticle(float particleTime, DisappearType disappearType) {
this.disappear = true;
this.particleTime = particleTime;
this.disappearType = disappearType;
logger.debug("Setting disappear={} on entity {}", disappear, this);
}
public void setParticleTime(float particleTime) {
this.particleTime = particleTime;
}
use removeAfterParticle()
, set obstacles disappear after playing the particle for particleTime second. Is called by update()
.
public void removeAfterParticle() {
if (this.getComponent(ParticleRenderComponent.class).getParticlePlayTime() > particleTime) {
disposeExceptAnimationComponent();
}
}
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