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Achievements Screen
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AchievementRecordsDisplay.java: Responsible for displaying the best achievements unlocked by the user, as well as the ones that are yet to be unlocked. It is also responsible for displaying locked and unlocked chapters of the game story. Clicking on a chapter sends an event to ChapterDisplay.java's
Dialog
component which pops up and shows the game story and art for that particular chapter. If a chapter is locked, anImage
is rendered, and if its unlocked, anImageButton
is rendered to make it clickable.
unlockedChapterImg.addListener(new ChangeListener() {
@Override
public void changed(ChangeEvent event, Actor actor) {
entity.getEvents().trigger("openChapter", chapter);
}
});
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ChapterDisplay.java: Receives an event called
openChapter
and shows the dialog populated with the payload of the said event, which contains the chapter number, and game story. Based on the chapter number, the associated art is loaded from the assets dynamically.
// Dispatch an event to open the in game dialog
entity.getEvents().addListener("openChapter", this::openChapter);
Label story = new Label(chapter.content, new Label.LabelStyle(new BitmapFont(), Color.DARK_GRAY));
story.setFontScale(1.1f);
story.setWrap(true);
story.setAlignment(Align.topLeft);
Label heading = new Label("Chapter " + chapter.id, new Label.LabelStyle(new BitmapFont(), Color.BLACK));
heading.setFontScale(2f);
dialog.getContentTable().add(heading).expandX().row();
dialog.getContentTable().add(chapterArt).height(122).width(240).row();
dialog.getContentTable().add(story).width(600).row();
dialog.getButtonTable().add(renderCloseButton()).size(50, 50).row();
In order to hide the dialog on pressing the close button:
Image crossButtonImg = new Image(new Texture("images/achievements/crossButton.png"));
ImageButton closeButton = new ImageButton(crossButtonImg.getDrawable());
closeButton.addListener(new ChangeListener() {
@Override
public void changed(ChangeEvent event, Actor actor) {
dialog.hide();
}
});
The diagram shows how the Achievements Screen and its UI components fit into the scheme of things in the Achievements ecosystem.
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