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Water System

YuanyeZhang edited this page Oct 5, 2021 · 4 revisions

Contents

Description

The amount of water and food icons under the health bar will decrease over time. The player needs to restore his state by picking up water and food which is resources that may appear on the map, otherwise he will be affected by the two negative buffs :thirst and hunger.

  • thirsty
    thirsty.png

WaterDisplay

WaterDisplay.java
The icon of the water will be stored in a list-waterImage , The timing refers to the scoreing system developed by the group 9

    public static ArrayList<Image> chickenImage = new ArrayList<>();      

The listeners implemented here lookout for trigger events,Creates reusable drop of water ui styles and adds actors to the stage.

    public void create() {
        super.create();
        addActors();
        entity.getEvents().addListener("updateWater", this::updatePlayerTimerUI);
    }
        

Creates actors, add images into list, and positions them on the stage using a table.

private void addActors() {
        table = new Table();
        table.top().left();
        table.setFillParent(true);
        table.padTop(150f).padLeft(10f);

        //Add water image
        float clockSideLength = 30f;
        waterImage.add(new Image(ServiceLocator.getResourceService()
                .getAsset("images/water1.png", Texture.class)));
        waterImage.add(new Image(ServiceLocator.getResourceService()
                .getAsset("images/water1.png", Texture.class)));
        waterImage.add(new Image(ServiceLocator.getResourceService()
                .getAsset("images/water1.png", Texture.class)));
        waterImage.add(new Image(ServiceLocator.getResourceService()
                .getAsset("images/water1.png", Texture.class)));
        

add images into the screen

        table.add(waterImage.get(0)).size(clockSideLength).pad(3);
        table.add(waterImage.get(1)).size(clockSideLength).pad(3);
        table.add(waterImage.get(2)).size(clockSideLength).pad(3);
        table.add(waterImage.get(3)).size(clockSideLength).pad(3);
        stage.addActor(table);

Reduce water when time increase, and lookout for trigger event

public void update() {
        super.update();
        int minutes = countTime.getMinutes();
        int seconds = countTime.getSeconds();
        int dis = (minutes*60+seconds)/2;
        if(dis> countWaterSystem.getTimer()){
            countWaterSystem.setDifference(1);
            countWaterSystem.setTimer(dis);
        }else {
            countWaterSystem.setDifference(0);
        }
        //update the water regularly
        entity.getEvents().trigger("updateWater", countWaterSystem.getDifference());
    }
    }  

Updates the Chicken ui time by time increase.

            if(waterImage.size() > 0){
                table.reset();
                table.top().left();
                table.setFillParent(true);
                table.padTop(150f).padLeft(10f);
                waterImage.remove(waterImage.size() - 1);
                for (Image ima: waterImage) {
                    table.add(ima).size(30f).pad(3);
                }
            }
        }
    }

remove chickenImage by useing a for loop

    public void dispose() {
        super.dispose();
        timeLabel.remove();
        for (int i = 0; i < waterImage.size(); ++i){
            waterImage.remove(i);
        }
    } 

function

Add/remove a image, value =1: add a waterimage; value = -1 :remove a water image

    public static void addOrRemoveImage(int value){
        if(value == 1){
            if(chickenImage.size() < 4){
                chickenImage.add(new Image(ServiceLocator.getResourceService()
                        .getAsset("images/water1.png", Texture.class)));
                table.add(chickenImage.get(images/water1.size() - 1)).size(30f).pad(3);
            }
        }else if(value == -1){
            if(chickenImage.size() > 0){
                table.removeActor(chickenImage.get(chickenImage.size() - 1));
            }
        }
    }  

if there is no images in the list, it will return a true

    public static boolean isThirst(){
        return waterImage.size() <= 0;;
    }

add a water icon on main screen when player pick up a target(item)

        public void increaseWater(Entity target) {
        if (target != null) {
            if (WaterDisplay.waterImage.size() < 4) {
                WaterDisplay.addOrRemoveImage(1);
            }

Sprin3---thirst

if water icon count less than 0, then it will be into that codes to run. it reduce player health value.

    public void updatePlayerHealth(int dis){
        if(dis == 2){
            if(waterImage.size() <= 0){
                //if water icon count less than 0, then it will be into that codes to run. it reduce player health value.
                //reduce player health value
                MainGameScreen.players.getComponent(CombatStatsComponent.class).setHealth(
                        MainGameScreen.players.getComponent(CombatStatsComponent.class).getHealth() - 1
                );
            }
        }
    }

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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