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Event System
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.
// 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);
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!
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);
}
}
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.
Testing Plans
Team 1
Team 2
Team 3
Team 4
Team 5
Team 1
Team 2
Team 3
Team 4
Team 5
User Testing
Sprint 1 - Game Audio
Sprint 1 - Character Design
Sprint 1 - Menu Assets
Sprint 1 - Map Design
Sprint 1 - Void
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 - 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 - Gameplay
Sprint 4 - Game UI and Animation
Sprint 4 - Level Background and Music
Sprint 4 - Game User Testing
Sprint 4 - Final Game State Testing
Entities and Components
Status Components
Event System
Player Animations Implementation
Development Resources
Entities and Components
Level Editor (Saving and Loading
Multiple Levels)