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Portals
The portal and bridge entities are all mapped to a specific button entity which, when pressed, either enables or disables collisions with the relevant obstacle. Portals begin the level closed, or shut, thus not allowing the player to move through them until their mapped button has been pressed. Bridges begin the level open, or un-extended, thus not allowing the player to move over them until their mapped button has been pressed.
This functionality is handled in the onCollisionStart
function in the PlayerMovementComponent
class. All portals and bridges are created with a SubInteractableComponent
which is a dummy component that acts as an indicator to the mapInteractables
function in the LevelGameArea
class and the onCollisonStart
function that the entity is a sub-interactable entity. A sub-interactable entity is one that starts in an initial state and whose state is changed after the player collides with its mapped interactable entity (i.e. button).
Bridge entities will be created without a collider component such that the player will fall through them until they have pressed the bridge's relevant button. Portal entities will be created with a collider component such that the player will not be able to move pas them until they have pressed the portal's relevant button.
if (interactableComponent != null && !mapInteractables.isEmpty()) {
ObstacleEntity mapped = mapInteractables.get(target);
ColliderComponent colliderComponent = mapped.getComponent(ColliderComponent.class);
if (mapped != null && mapped.getDefinition() == ObstacleDefinition.DOOR) {
// Desired affect on mapped door - disappears
colliderComponent.dispose();
} else if (mapped != null && mapped.getDefinition() == ObstacleDefinition.BRIDGE) {
// Desired affect on mapped bridge - appears
colliderComponent.create();
}
}
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)