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Player UI
When the player is damaged below 30% hp, UI changes are triggered. the opacity of the bloody view starts off low and gradually increases as the players hp gets lower.
A little heart beat sound is also played when the player reaches 30% of max hp and is triggered in the same way as the bloody view.
Done through a new Class PlayerLowHealthDisplay
UI component, which uses events to trigger the display of the bloody view. this component is attached to the player Entity
in the PlayerFactory.java
.
To find the design plan of the bloody view click here
since the players visual HP was updated through the UpdatePlayerHealthUI()
it was decided that we would use this method to check for current HP values. This then allowed us to attach event triggers in this class and use another method, updateLowHeathUI()
to trigger any event listeners in the PlayerLowHealthDisplay
class.
The sequence diagram below shows which how events are triggered depending on the HP of the player:
- If player hp <= threshold trigger "BloodyViewOn"
- otherwise trigger "BloodyViewOff"
The corresponding event handler will call the respective methods in PlayerLowHealthDisplay to turn on and off the bloody view and the heart beat sound.
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gradually increase the contrast of the bloody view as hp reaches 0. ✔️
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flash/darken the contrast of the bloody UI every time the player is hit. for Example:
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