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Entities
First see Entity Component System.
An entity without components doesn't do much, but has some important functionality:
- Entities have a position in the world, which is measured in metres. This is used for rendering and physics.
- Entities have a scale which determines its size. This is used for rendering and physics.
- Entities have an event system to communicate between components and entities. See Event System.
The entity lifecycle can be seen in the figure below.
Note that create() is not called when the entity is instantiated through new Entity()
, but when the entity is added into the world. This means we know that an entity doesn't do anything while we are still adding components to it, or before we've placed it in the game.
Entities can also be disabled or enabled during gameplay. While an entity is disabled, it won't draw on the screen or run any updates. This is very useful when an entity isn't needed right now but will be later, since it won't have to be created twice. You can also create entities ahead of time but leave them disabled until they're necessary.
To make an entity, just instantiate one and use addComponent()
to add components to it. You can also use getComponent()
to access the components on an entity. The entity then has to be registered with the Entity Service to be created.
public static void spawnPlayer()
// Create entity
Entity player = new Entity()
.addComponent(new TextureRenderComponent("images/player.png"))
.addComponent(new PlayerMovementComponent())
.addComponent(new InventoryComponent())
.addComponent(new CombatComponent());
// Access components
player.getComponent(PlayerMovementComponent.class).setSpeed(3f);
// Create in the world
ServiceLocator.getEntityService().register(player);
}
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