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Terrain

polyrain edited this page Aug 1, 2021 · 1 revision

The terrain in the provided example game uses tiles, placed orthogonally. The game includes functionality for creating terrains in different orientations, and converting from tile positions to world-space positions.

Key Components

  • TerrainComponent: This component, when attached to an entity, can be used to create and render a terrain. This is generally done through the TerrainFactory rather than directly instantiating it.
  • TerrainFactory: Where terrains get created, by choosing the orientation and filling in the tiles. When creating the factory, the desired tile orientation can be chosen. The TerrainFactory can then be used to create all the terrains in your game.
  • TerrainTile: Represents a single tile in the terrain. This can be modified to add features like walking speed, particle effects, and sound effects.

Orientations

Orthogonal

Isometric

Hexagonal

How to change

To change the orientation, you need to:

  • Change the TerrainOrientation in the constructor of TerrainFactory. This will likely be somewhere in the GameArea.
  • Update TerrainFactory.createTerrain() to use the tile textures you've created for your orientation. In the example game, one terrain of each type is given. Orthogonal tile textures should be square, isometric tile textures should be a 'diamond' shape, and hexagonal tiles should be... hexagonal.

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Level Design

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Level 2

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Level 3

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     Textures

     Map Design

Level 4

     Background

     Textures

     Map Design


Sprint Round-Up

Sprint 1 Summary

Sprint 2 Summary

Sprint 3 Summary

Sprint 4 Summary


User Testing

Testing Plans

Sprint 1

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 2

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 3

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 4

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

User Testing

Sprint 1

     Sprint 1 - Game Audio
     Sprint 1 - Character Design
     Sprint 1 - Menu Assets
     Sprint 1 - Map Design
     Sprint 1 - Void

Sprint 2

     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

     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

     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


Game Engine

Entities and Components

     Status Components
     Event System
     Player Animations Implementation

Level Editor

Level Saving and Loading

Status Effect


Defunct

Development Resources

    Getting Started

Entities and Components

    Level Editor (Saving and Loading
         Multiple Levels)

    Service Locator

    Loading Resources

    Logging

    Unit Testing

    Debug Terminal

Input Handling

    UI

    Level Saving/Loading

    Status Effects

    Animations

    Audio

    AI

    Physics

Game Screens and Areas

    Terrain

    Concurrency & Threading

    Settings


Troubleshooting

MacOS Setup Guide

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