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Game Screens
The game contains several screen which which each implement libgdx's ScreenAdapter interface. Screen are responsible for initiating important game services, loading screen resources, drawing the background and UI, rendering the entities, handling input, etc.
Only one screen is shown at a time and GDXGame.java
contains functionality for transitioning between screens. Screen transitions are triggered by the current screen.
Within the base game, there are 3 screens: Main Menu Screen, Main Game Screen, and Settings Screen. The Main Menu Screen is the starting screen.
Screens can also be split into different Game Areas which can be used to create different levels and areas. Read more here!
Create a new screen class, e.g. NewScreen.
public class NewScreen extends ScreenAdapter {
...
}
Then, register the new screen in GDXGame.java
by adding NEW_SCREEN
to ScreenType
and modifying newScreen
:
private Screen newScreen(ScreenType screenType) {
switch (screenType) {
...
case NEW_SCREEN:
return new NewScreen(this);
...
}
}
public enum ScreenType {
MAIN_MENU, MAIN_GAME, SETTINGS, NEW_SCREEN
}
private void switchScreen(GdxGame game, ScreenType screenType) {
game.setScreen(screenType);
}
Design Document
- Story
- Music
-
Characters
- Main Character
- Bosses
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Enemies
- Sprint 1: Final Design
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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