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Cutscene Trigger Factory

Jonoym edited this page Sep 13, 2021 · 1 revision

Cutscene Trigger Factory

This factory class will hold all the methods to create an entity with the correct components to create the trigger. Some of the components will be specific to the entity and others will be required to make all of the entities.

General Components

Here are the components that will be required in every cutscene trigger

TextureRenderComponent(image)

Sets the image that the entity will take form as.

PhysicsComponent()

Intialises the entity as a physical entity within the map.

ColliderComponent()

Creates the component that allows collisions and sets the layer that the entity be considered as, this will be an obstacle so they are immovable.

HitboxComponent()

Sets the type of hitbox to be an NPC

TouchMoveComponent():

This will move the player in the direction specific, if this is not a move entity trigger, then it will cause the player to stop moving

Specific Components

TouchCutsceneComponent()

Requires the dialogue and selection type, this also sets the collision layer to only interact with the player

TouchMoveComponent()

If this Component has been specified with a direction, then it will move the player in that direction until it has surpassed a x and y position.

CombatStatsComponent()

This component will be used if the entity can be killed. Some uses for this is during a cinematic cutscene where the main character will kill the entity before the player is given controls back. The entity that calls this will usually call an Attack.

Table of Contents

Home

Design Document

Design Document

Design Document

Game Engine

Getting Started

Entities and Components

Item Drops from Entities

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Map Generation

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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