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Arrow and fire projectile dispose animation
MTbir edited this page Oct 4, 2021
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1 revision
The weapon breakage animation is trigger while the weapon dispose task is called so that the weapon is wait before dispose
public void waitForDeathAnimation() {
if (this.declareEnd) {
this.start = System.currentTimeMillis();
owner.getEntity().getComponent(HitboxComponent.class).dispose();
this.declareEnd = false;
} else {
owner.getEntity().getComponent(PhysicsMovementComponent.class).setMoving(false);
if ((System.currentTimeMillis() - start) / 1000 >= duration) {
stop();
owner.getEntity().prepareDispose();
status = Status.FINISHED;
}
}
}
This code is called so that the weapon (arrow) is wait for the animation is finished running
The animation is trigger if the weapon have contact with any object
public void broken() {
if (!entity.getEntityType().equals("fireBall")) {
animator.startAnimation("brokenArrow");
} else {
animator.startAnimation("hit");
}
}
The broken method is called to start the animation if the weapon is on collision
Design Document
- Story
- Music
-
Characters
- Main Character
- Bosses
-
Enemies
- Sprint 1: Final Design
-
Sprint 2: Elvish Boss
- Decision to make our boss a mage
- Design Inspiration: Staff Weapon
- Design decisions for boss
- Archery attack animation for minions
- Different types of minion elves and designs
- Melee attack animation
- Boss attack animation using sceptre
- Design Inspiration: Shooting fireballs
- Mage Boss attack method: fireball
- Sprint 3: Walk Animations and Design Amendments
- Sprint 4: Refining animations
- Map Design
- User + Play Testing
- Gameplay
- Art Style Design Guidelines
- Emotional Goals