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Event System

Jesseable edited this page Aug 23, 2021 · 2 revisions

Introduction

The game has an event system, which allows entities to trigger or listen to events. Every entity has an event system system attached, which you can access with entity.getEvents(). Events are referenced by name, as strings.

Events can be received with entity.getEvents().addListener("event name", function). Whenever that event is triggered on the entity, the function you provide will be called with the event's arguments.

Events can be triggered with entity.getEvents().trigger("event name", args). An event can have 0 or more arguments of any type.

Note: You must ensure that the arguments given to trigger(arg0, arg1, ...) match those in the listeners. If not, this will cause an exception.

Usage

// Listen to a collision event using Java lambda syntax. Whenever a 
// collision happens, the print statement will be called.
player.getEvents().addListener("collisionStart", (Fixture other) -> {
  System.out.println("I just hit something!");
});

// Listen to a health change event using Java's method reference operator to
// call the updateUI() function every time health changes
player.getEvents().addListener("healthChanged", this::updateUI);

// Trigger an attack event with a value of 10
player.getEvents().trigger("attack", 10f);

// Trigger a player death event with two arguments. Any listeners must
// accept these both as parameters!
player.getEvents().trigger("playerDeath", enemy, false);

Behind the Scenes

Common Terminology

You might recognise event systems by one of their other names:

  • Publish / subscribe pattern
  • Observer pattern

The idea is the same, it just depends who you ask!

What's the point of events?

Events are a widely used technique to keep systems separate and modular. A common example is in UI. Let's say that when the player dies, we want to show a death popup window that lets you choose whether to retry or quit. How does our popup class DeathPopupWindow know about the player's death, which is processed in the Player class?

The obvious solution is to add the code to trigger the window into Player, something like this:

class Player {
  public void processDeath() {
    ...
    deathPopup.activate();
    ...
  }
}

This works, but it should be clear that this violates good code principles. The player class shouldn't need to know anything about the UI. You can also imagine how big this would get when we start to add things like player health UI, or inventory. Events let us decouple this code, by letting the player say "If anyone is listening: I just died". It then becomes the responsibility of DeathPopupWindow to listen to this event and activate itself.

The refactored code would look like this:

class Player {
  public void processDeath() {
    ...
    entity.getEvents().trigger("death");
    ...
  }
}

class DeathPopupWindow {
  public DeathPopupWindow() {
    player.getEvents().addListener("death", this::active);
  }
}

New Events added

In the mainMenDisplay class a new mute/unmute button has been created. It triggers the onMute method in MainMenuActions to be called. This calls upon the MusicService class to mute and unmute the sound. The button's Text also changed due to the switch attribute in mainMenDisplay being called.

Table of Contents

Home


Game Design

Game Design Document

Void/Antivirus

Loading Screen

Game Sound

Menu Assets

Player Design

     Original Design

     Final Design


Gameplay

Movement

Jumping & Sliding

Jump Pads

Portals & Bridges

Buttons

Pick-Ups

Physics

    Momentum & Physics

    Gravity

    Collision


Level Design

Level 1

     Background

     Textures

     Map Design

Level 2

     Background

     Textures

     Map Design

Level 3

     Background

     Textures

     Map Design

Level 4

     Background

     Textures

     Map Design


Sprint Round-Up

Sprint 1 Summary

Sprint 2 Summary

Sprint 3 Summary

Sprint 4 Summary


User Testing

Testing Plans

Sprint 1

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 2

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 3

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 4

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

User Testing

Sprint 1

     Sprint 1 - Game Audio
     Sprint 1 - Character Design
     Sprint 1 - Menu Assets
     Sprint 1 - Map Design
     Sprint 1 - Void

Sprint 2

     Sprint 2 - Game Audio
     Sprint 2 - Character Design
     Sprint 2 - Menu Assets
     Sprint 2 - Interactable Design Animation
     Sprint 2 - Levels 1 & 4, and Level Editor
     Sprint 2 - Proposed Level 2 & 3 Designs
     Sprint 2 - Current Game State

Sprint 3

     Sprint 3 - Menu Assets
     Sprint 3 - Map Design
     Sprint 3 - Score Display
     Sprint 3 - Player Death and Spawn Animations
     Sprint 3 - Pick Ups and Pause Screen

Sprint 4

     Sprint 4 - Gameplay
     Sprint 4 - Game UI and Animation
     Sprint 4 - Level Background and Music
     Sprint 4 - Game User Testing
     Sprint 4 - Final Game State Testing


Game Engine

Entities and Components

     Status Components
     Event System
     Player Animations Implementation

Level Editor

Level Saving and Loading

Status Effect


Defunct

Development Resources

    Getting Started

Entities and Components

    Level Editor (Saving and Loading
         Multiple Levels)

    Service Locator

    Loading Resources

    Logging

    Unit Testing

    Debug Terminal

Input Handling

    UI

    Level Saving/Loading

    Status Effects

    Animations

    Audio

    AI

    Physics

Game Screens and Areas

    Terrain

    Concurrency & Threading

    Settings


Troubleshooting

MacOS Setup Guide

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