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Physics
The sample game provided with the game engine is physics-based, which means that all movement and collisions is handled by a physics simulation. You are not required to use this in your game, so feel free to modify or remove the provided physics code. The popular Box2D library is used to simulate physics. Box2D documentation is highly recommended reading before writing any physics-related code.
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PhysicsComponent
: This registers an entity as part of the physics engine and allows it to be moved around by physics. -
ColliderComponent
: Adds a collider to the entity, which lets it collide with other colliders (e.g. obstacles, enemies). -
HitboxComponent
: A simple subclass ofColliderComponent
that creates a sensor-only collider. Useful for detecting collisions without actually colliding. -
PhysicsMovementComponent
: Provides movement for a physics-enabled entity by applying forces in the desired direction. This can steer an entity in a specific direction, and is used in the base game for the player and ghost enemies. -
PhysicsEngine
: Performs the actual physics simulation. You don't have to interact with this directly.
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Collision Events: All collisions trigger start/end events on the colliding entities. This can be used for combat hitboxes, triggering events when players enter areas, etc. See
PhysicsContactListener
(code). -
Raycasting: Raycasting means firing a line in a certain direction and detecting any collisions. This is used in the sample game to calculate line of sight for enemies. See
PhysicsEngine.raycast()
(code).
Camera Angle and The Player's Perspective
Achievements Trophies and Cards
πΎ Obstacle/Enemy
βMonster Manual
βObstacles/Enemies
ββ- Alien Plants
ββ- Variation thorns
ββ- Falling Meteorites
ββ- FaceHugger
ββ- AlienMonkey
βSpaceship & Map Entry
βParticle effect
[code for debuff animations](code for debuff animations)
Main Character Movement, Interactions and Animations - Code Guidelines
ItemBar & Recycle system
πΎ Obstacle/Enemy
βObstacle/Enemy
βMonster Manual
βSpaceship Boss
βParticle effects
βOther Related Code
βUML & Sequence diagram of enemies/obstacles
Scoring System Implementation Explanation
Buff and Debuff Implementation
Infinite generating terrains Implementation Explanation
Game Over Screen and functions explaination
Buffer timer before game start
Rocks and woods layout optimization
Magma and nails code implementation
Guide: Adding Background music for a particular screen
History Scoreboard - Score Details
Listening for important events in the Achievements ecosystem
Hunger and Thirst icon code guidelines
Hunger and Thirst User Testing
Buff and Debuff Manual User Testing
The New Button User Test in Setting Page
The Main Menu Buttons User Testing
Infinite loop game and Terrain Testing
https://github.com/UQdeco2800/2021-ext-studio-2.wiki.git
πΎ Obstacle/Enemy
βObstacle testing
ββ- Alien Plants & Variation Thorns
ββ- Falling Meteorites
βEnemy testing
ββ- Alien Monkeys & Facehugger
ββ- Spaceship Boss
βMonster Manual
βParticle-effect
βPlayer attack testing
ββ- Player Attack
Sprint 1
Sprint 2
Sprint 3
Sprint 4
Changeable background & Buffer time testing
Game over screen test sprint 4
New terrain textures on bonus map test sprint 4
Achievements System, Game Records and Unlockable Chapters
Musics Implementation Testing plan