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Buff and Debuff Implementation
simple functions to add an animation to the buffs and debuffs effects faced by the player/characters. Such as a poisonous effect felt by the character which causes a debuff, and now it has an appropriate animation along it so the user knows why they lost health and indicate to them that they need to stay after. Along with animations such as Increase in health to let the player know they've healthed up, etc.
e.g. debuff poison animation calls
the implementation: here is the function which calls the animation event trigger so it works when this particular function is called
public void poisoningDisplay()
{
PlayerStatsDisplay playerComponent = this.player.getComponent(PlayerStatsDisplay.class);
//playerComponent.addPoisoningImage2();
player.getEvents().trigger("poisoned");
removeBuff_Debuff();
}
here is the animation trigger
entity.getEvents().addListener("poisoned", this::animatePoison);
private void animatePoison() {
animationName = animator.getCurrentAnimation();
preAnimationCleanUp();
if(animationName != null) {
animator.startAnimation(animationName + "_poisoned");
} else {
animator.startAnimation("main_player_walk_poisoned");
}
}
here is where the main poisonous display function gets called: so that it can be called when the player has already collided with it
void plantsDisappear(Fixture me, Fixture other) {
if (hitboxComponent.getFixture() != me) {
// Not triggered by hitbox, ignore
return;
}
if (!PhysicsLayer.contains(PhysicsLayer.PLAYER, other.getFilterData().categoryBits) && !PhysicsLayer.contains(PhysicsLayer.WEAPON, other.getFilterData().categoryBits)) {
// Doesn't match our target layer, ignore
return;
}
DeBuff object = new DeBuff(target);
object.poisoningDisplay();
if (count == 0) { // Avoid an entity from repeatedly triggering an attack
count++;
particle.startEffect();
logger.debug(COLLISION_LOGGER_INFO, entity.toString());
animator.getEntity().setRemoveTexture();
animator.startAnimation("obstacles");
animator.getEntity().setParticleTime(1.3f);
animator.getEntity().setDisappearAfterAnimation(1f, Entity.DisappearType.ANIMATION);
locked = false;
if (PhysicsLayer.contains(PhysicsLayer.WEAPON, other.getFilterData().categoryBits)) {
this.entity.setRemoveCollision();
}
}
}
the removeBuff_Debuff function and why its important: it removes the animation after 5 seconds due to the parameters given in the below function, so that the users have enough time to see the animation but don't have to see it after it is no longer important to the user.
public void removeBuff_Debuff() {
Timer timer=new Timer();
timer.scheduleTask(new Timer.Task() {
@Override
public void run() {
player.getEvents().trigger("stopBuffDebuff");
timer.stop();
}
},5);
}
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
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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