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Spaceship Boss Code

Shanshan edited this page Oct 5, 2021 · 3 revisions

Table of Contents

Creation
  Create Spaceship
  Create Missile
  Create Portal
Difficulty of attack

Creation

The code for creating spaceship and missile is in NPCFactory.java.

Spaceship

Unlike other enemies, the spaceship adds a SpaceshipAttackController. This component will be mentioned later.

Missile

The missile entity contains two animations, and one of them will be played when it is created. Since the original missile image has a large transparent part, this part should not trigger the collision effect. The code to adjust the collision edge is as follows:

        Vector2 boundingBox = missile.getScale().cpy().scl(0.5f, 0.3f);
        missile.getComponent(HitboxComponent.class).setAsBoxAligned(
                boundingBox, PhysicsComponent.AlignX.LEFT, PhysicsComponent.AlignY.CENTER);

For aesthetics, missiles are better generated above spaceship. This is achieved by adjusting zIndex. The engine first draws zIndex smaller entity. Corresponding code.

        missile.setZIndex(1); // Generate missile above spaceship

Portal

createPortal(Entity target, ObstacleEventHandler.ObstacleType type)in ObstacleFactory.java realizes the function of creating a portal. ObstacleEventHandler.ObstacleType type is used to specify the type of the portal to determine the event that the entity should listen to. The type on should be PortalEntrance or PortalExport. They respectively teleport the player to different locations. The animation starts when the portal is spawned.

Spaceship/missile attack

This part of the function is mainly realized by SpaceshipAttackController.java. This component completes the function of character movement and trigger generation of the missile. The related camera movement is implemented in MainGameScreen.java. This defines the type of spacecraft attack, the spacecraft attack state and the remaining time of the attack.

    /**
     * Spaceship attack state
     */
    public enum SpaceshipAttack {
        Off,
        Start, // Used once in render
        On,
        Finish;
    }

    /**
     * Spaceship attack type
     */
    public enum AttackType {
        Low,
        Middle,
        High,
        Player;

    /* Spaceship attack time */
    public float spaceshipTime;

When the character collides with the spaceship, change the attack state of the spaceship to Start. Every time reder(), judge the spacecraft's attack status and remaining time. That is, when the attack starts, other tasks are automatically performed by this component.

Difficulty of attack

This part of the code is implemented in easyAttack() and hardAttack() respectively. These two functions determine how long to generate the frequency and number of missiles. They are called by spaceshipAttackScene(). Each time the game render(), determine which type (easy, hard) of attack should be executed according to the current remaining time.

The following function determines where the missile is generated.

private Vector2 getRandomPosition(Vector2 spaceshipPosition, Vector2 playerPosition, AttackType type, int level)

According to different AttackType, the generated position is different. There are a total of four location options. High, Middle, and Low are to generate a missile at a fixed position, and the Player type generates a missile according to the current height of the player.

Gameplay

Home

Main Character

πŸ‘Ύ Obstacle/Enemy

Food & Water

Pickable Items

Game achievements

Game Design

Emotional Goals

Game Story

Influences

Style

Pixel Grid Resolution

Camera Angle and The Player's Perspective

Features Design

Achievements Screen

Achievements Trophies and Cards

Music Selection GUI

πŸ‘Ύ Obstacle/Enemy

 Monster Manual
 Obstacles/Enemies
  - Alien Plants
  - Variation thorns
  - Falling Meteorites
  - FaceHugger
  - AlienMonkey
 Spaceship & Map Entry
 Particle effect

Buffs

Debuffs

Buffs and Debuffs manual

Game Instruction

[code for debuff animations](code for debuff animations)

Infinite loop game system

Main Menu Screen

New Setting Screen

Hunger and Thirst

Goals and Objectives

HUD User Interface

Inventory System

Item Bar System

Scoring System

Props store

BGM design

Sound Effect design

Main game interface

Invisible ceiling

New terrain sprint 4

New game over screen sprint 4

Code Guidelines

Main Character Movement, Interactions and Animations - Code Guidelines

Item Pickup

ItemBar & Recycle system

Main Menu Button Code

Game Instructions Code

πŸ‘Ύ Obstacle/Enemy

 Obstacle/Enemy
 Monster Manual
 Spaceship Boss
 Particle effects
 Other Related Code
 UML & Sequence diagram of enemies/obstacles

Scoring System Implementation Explanation

Music Implementation

Buff and Debuff Implementation

Score History Display

code improvement explanation

Infinite generating terrains Implementation Explanation

Game Over Screen and functions explaination

Buffer timer before game start

Scrolling background

Multiple Maps

Invisible ceiling

Rocks and woods layout optimization

Magma and nails code implementation

Background Music Selection

Chooser GUI Implementation

Chooser GUI Logic Persistence

Guide: Adding Background music for a particular screen

Achievements Ecosystem - Code Guidelines

Achievements System

Achievements Screen

Adding Achievements (Guide)

Game Records

DateTimeUtils

History Scoreboard - Score Details

Listening for important events in the Achievements ecosystem

Food and Water System

Food System Water System

Hunger and Thirst icon code guidelines

Asset Creation

In Game Background Music

User Testing

Hunger and Thirst User Testing

Main Character Testing

Buffs and Debuffs Testing

Buff and Debuff Manual User Testing

Game Instruction User Testing

The Main Menu User Test

The New Button User Test in Setting Page

The Main Menu Buttons User Testing

Hunger and Thirst User Test

Infinite loop game and Terrain Testing

Item Bar System Testing

Randomised Item Drops

Recycle System Testing

Scoring System Testing

Music User test

https://github.com/UQdeco2800/2021-ext-studio-2.wiki.git

πŸ‘Ύ Obstacle/Enemy

 Obstacle testing
  - Alien Plants & Variation Thorns
  - Falling Meteorites
 Enemy testing
  - Alien Monkeys & Facehugger
  - Spaceship Boss
 Monster Manual
 Particle-effect
 Player attack testing
  - Player Attack

Inventory system UI layout

Props store user testing

Achievements User Testing

Sprint 1

Sprint 2

Sprint 3

Sprint 4

Items testing

Player Status testing

Changeable background & Buffer time testing

Main game interface test

Invisible ceiling test

Game over screen test sprint 4

New terrain textures on bonus map test sprint 4

Buying Props User Testing

Testing

Hunger and Thirst Testing

Main Character Player

Achievements System, Game Records and Unlockable Chapters

DateTimeUtils Testing

Scoring System Testing Plan

Distance Display Testing Plan

Musics Implementation Testing plan

History Board Testing plan

Rocks and woods testing plan

Sprint 4 terrain tests

Items

Item Bar System Testing Plan

Recycle System Testing Plan

Game Engine

Game Engine Help

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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