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Sprint 2 Main Character Interaction and Movement Animations
- Animation Implementation and Controls
- Refactoring Player Animation Controller
- Attack
- Jump
- Crouch
- Item Pickup
- Texture Atlas
- Testing
- UML Diagrams
- Relevant Files
An AnimationRenderComponent is used to define all the animations of the character, their playmode, and FPS.
AnimationRenderComponent mpcAnimator = createAnimationComponent("images/mpc/mpcAnimation.atlas");
mpcAnimator.addAnimation("main_player_run", 0.1f, Animation.PlayMode.LOOP);
mpcAnimator.addAnimation("main_player_walk", 0.5f, Animation.PlayMode.LOOP);
mpcAnimator.addAnimation("main_player_front", 1f, Animation.PlayMode.LOOP);
mpcAnimator.addAnimation("main_player_jump", 2.5f, Animation.PlayMode.LOOP);
mpcAnimator.addAnimation("main_player_attack", 1f, Animation.PlayMode.LOOP);
mpcAnimator.addAnimation("main_player_crouch", 1f, Animation.PlayMode.LOOP);
mpcAnimator.addAnimation("main_player_right", 1f, Animation.PlayMode.LOOP);
mpcAnimator.addAnimation("main_player_pickup",0.125f,Animation.PlayMode.LOOP);
Key event triggers are defined in KeyboardPlayerInputComponent.java
public boolean keyDown(int keycode) {
switch (keycode) {
case Keys.S:
case Keys.DOWN:
entity.getEvents().trigger(("crouch"));
return true;
case Keys.D:
case Keys.RIGHT:
walkDirection.add(Vector2Utils.RIGHT);
triggerWalkEvent();
entity.getEvents().trigger(("walkRight"));
return true;
case Keys.SPACE:
entity.getEvents().trigger("attack");
return true;
case Keys.W:
case Keys.UP:
entity.getEvents().trigger(("jump"));
return true;
default:
return false;
}
}
The listeners implemented here lookout for trigger events and run the corresponding functions in PlayerAnimationController.java. These functions are discussed in detail in the following sections of the wiki.
public void create() {
super.create();
animator = this.entity.getComponent(AnimationRenderComponent.class);
entity.getEvents().addListener("walkRight", this::animateRight);
entity.getEvents().addListener("crouch", this::animateCrouch);
entity.getEvents().addListener("stopCrouch", this::animateWalk);
entity.getEvents().addListener("attack", this::animateAttack);
entity.getEvents().addListener("stopAttack", this::animateWalk);
entity.getEvents().addListener("jump", this::animateJump);
entity.getEvents().addListener("stopJump", this::animateWalk);
entity.getEvents().addListener("itemPickUp", this::animatePickUp);
entity.getEvents().addListener("stopPickUp", this::animateWalk);
entity.getEvents().addListener("startMPCAnimation", this::animateWalk);
entity.getEvents().addListener("stopMPCAnimation", this::preAnimationCleanUp);
}
Each time an animation event is triggered, a helper function is used to clear any existing textures or stop an already running animation.
/**
* Helper function to stop all animations and trigger walking animation
*/
private void animateWalk() {
preAnimationCleanUp();
animator.startAnimation("main_player_walk");
}
/**
* Helper function to dispose texture (if it exists) and stop all prior running animations.
*/
private void preAnimationCleanUp() {
if(texturePresent) {
animator.getEntity().getComponent(TextureRenderComponent.class).dispose();
texturePresent = false;
}
animator.stopAnimation();
}
The main player character can be controlled using the WASD keys or the arrow keys. Below is a table including descriptions and controls of how to manipulate the main character.
Action | Key Control | Comment |
---|---|---|
Jump | W / UP | Implemeted |
Walk | Default movement | Implemented |
Run Right | D / RIGHT | Implemeted |
Deprecated | ||
Crouch | S / DOWN | Implemeted |
Attack | SPACE | Implemeted |
Item PickUp | X | Implemeted |
Use Item | E | Future Sprints |
Switch Item | To be determined | Future Sprints |
In sprint 1, the animations were handled by methods in PlayerActions.java. For sprint 2, the animations are entirely implemented in PlayerAnimationController.java using the Controller Pattern. Each animation is handled by its respective method, which is run once a event trigger is picked up by the attached listeners.
Existing Implementation (Sprint 1 - PlayerActions.java)
/**
* Updates the player sprite to turn right
*/
boolean walkLeft;
void walkRight() {
if(walkLeft) {
walkLeft = false;
Sound turnSound = ServiceLocator.getResourceService().getAsset("sounds/turnDirection.ogg", Sound.class);
turnSound.play();
}
animator.getEntity().setRemoveTexture();
animator.stopAnimation();
animator.startAnimation("main_player_run");
Sound turnSound = ServiceLocator.getResourceService().getAsset("sounds/turnDirection.ogg", Sound.class);
turnSound.play();
}
void stopWalkRight() {
animator.stopAnimation();
animator.startAnimation("main_player_walk");
}
Refactored Implementation (Sprint 2 - PlayerAnimationController.java)
public class PlayerAnimationController extends Component {
AnimationRenderComponent animator;
private boolean texturePresent = true;
@Override
public void create() {
super.create();
animator = this.entity.getComponent(AnimationRenderComponent.class);
entity.getEvents().addListener("walkRight", this::animateRight);
entity.getEvents().addListener("crouch", this::animateCrouch);
entity.getEvents().addListener("stopCrouch", this::animateWalk);
entity.getEvents().addListener("attack", this::animateAttack);
entity.getEvents().addListener("stopAttack", this::animateWalk);
entity.getEvents().addListener("jump", this::animateJump);
entity.getEvents().addListener("stopJump", this::animateWalk);
entity.getEvents().addListener("itemPickUp", this::animatePickUp);
entity.getEvents().addListener("stopPickUp", this::animateWalk);
entity.getEvents().addListener("startMPCAnimation", this::animateWalk);
entity.getEvents().addListener("stopMPCAnimation", this::preAnimationCleanUp);
}
/**
* Makes the player pickup items
*/
private void animatePickUp() {
preAnimationCleanUp();
animator.startAnimation("main_player_pickup");
}
/**
* Makes the player crouch.
*/
private void animateCrouch() {
preAnimationCleanUp();
animator.startAnimation("main_player_crouch");
}
/**
* Makes the player run to the right.
*/
private void animateRight() {
preAnimationCleanUp();
animator.startAnimation("main_player_run");
}
/**
* Makes the player attack.
*/
private void animateAttack() {
preAnimationCleanUp();
animator.startAnimation("main_player_attack");
}
/**
* Makes the player jump.
*/
private void animateJump() {
preAnimationCleanUp();
animator.startAnimation("main_player_jump");
}
/**
* Helper function to stop all animations and trigger walking animation
*/
private void animateWalk() {
preAnimationCleanUp();
animator.startAnimation("main_player_walk");
}
/**
* Helper function to dispose texture (if it exists) and stop all prior running animations.
*/
private void preAnimationCleanUp() {
if(texturePresent) {
animator.getEntity().getComponent(TextureRenderComponent.class).dispose();
texturePresent = false;
}
animator.stopAnimation();
}
}
The MPC attack interaction is mapped to the spacebar
. Once the attack action is triggered, the attack animation is run.
AnimationRenderComponent mpcAnimator = createAnimationComponent("images/mpc/mpcAnimation.atlas");
...
mpcAnimator.addAnimation("main_player_attack", 1f, Animation.PlayMode.LOOP);
...
The listeners implemented here lookout for trigger events and run the corresponding functions in PlayerAnimationController.java
public void create() {
super.create();
animator = this.entity.getComponent(AnimationRenderComponent.class);
...
entity.getEvents().addListener("attack", this::animateRight);
entity.getEvents().addListener("stopAttack", this::animateWalk);
...
PlayerAnimationController.java
/**
* Makes the player attack.
*/
private void animateAttack() {
preAnimationCleanUp();
animator.startAnimation("main_player_attack");
}
To initiate the jump movement and animation of the player, 'W' or Arrow Key 'UP'
is used to trigger the movement and the animation.
AnimationRenderComponent mpcAnimator = createAnimationComponent("images/mpc/mpcAnimation.atlas");
...
mpcAnimator.addAnimation("main_player_jump", 2.5f, Animation.PlayMode.LOOP);
...
The listeners implemented here lookout for trigger events and run the corresponding functions in PlayerAnimationController.java
public void create() {
super.create();
animator = this.entity.getComponent(AnimationRenderComponent.class);
...
entity.getEvents().addListener("jump", this::animateJump);
entity.getEvents().addListener("stopJump", this::animateWalk);
...
/**
* Makes the player jump
*/
void jump() {
Sound jumpSound = ServiceLocator.getResourceService().getAsset("sounds/jump.ogg", Sound.class);
jumpSound.play();
Body body = physicsComponent.getBody();
body.applyForceToCenter(0, 400f, true);
}
PlayerAnimationController.java
/**
* Makes the player jump.
*/
private void animateJump() {
preAnimationCleanUp();
animator.startAnimation("main_player_jump");
}
The MPC Crouch interaction is mapped to the S/Arrow `Down` keys
. Once the crouch action is triggered, the crouch animation is run.
AnimationRenderComponent mpcAnimator = createAnimationComponent("images/mpc/mpcAnimation.atlas");
...
mpcAnimator.addAnimation("main_player_crouch", 1f, Animation.PlayMode.LOOP);
...
The listeners implemented here lookout for trigger events and run the corresponding functions in PlayerAnimationController.java
public void create() {
super.create();
animator = this.entity.getComponent(AnimationRenderComponent.class);
...
entity.getEvents().addListener("crouch", this::animateCrouch);
entity.getEvents().addListener("stopCrouch", this::animateWalk);
...
PlayerAnimationController.java
/**
* Makes the player crouch.
*/
private void animateCrouch() {
preAnimationCleanUp();
animator.startAnimation("main_player_crouch");
}
According to the game map, the Item Pick Up animation is configured to be triggered using the KeyBoard Key 'X'
. Once the animation is triggered, the static texture (if not removed) and all the previous animations are removed from the game area and replaced with an AnimationRenderComponent that triggers item pickup animation. As a result, the particular item texture is removed from the game.
AnimationRenderComponent mpcAnimator = createAnimationComponent("images/mpc/mpcAnimation.atlas");
...
mpcAnimator.addAnimation("main_player_crouch", 1f, Animation.PlayMode.LOOP);
...
The listeners implemented here lookout for trigger events and run the corresponding functions in PlayerAnimationController.java
public void create() {
super.create();
animator = this.entity.getComponent(AnimationRenderComponent.class);
...
entity.getEvents().addListener("itemPickUp", this::animatePickUp);
entity.getEvents().addListener("stopPickUp", this::animateWalk);
...
PlayerAnimationController.java
/**
* Makes the player pick up items
*/
private void animatePickUp() {
preAnimationCleanUp();
animator.startAnimation("main_player_pickup");
}
The atlas that was used for creating the animations was generated using a texture packer. The atlas has player representations in the following states:
- Standing (facing right, static)
- Standing (facing forward, static)
- Walking (facing right, animated)
- Running (facing right, animated)
- Attack (facing right, animated)
- Crouch (facing right, animated)
- Jump (facing right, animated)
- Item PickUp (facing right, animated)
Considering it is hard to test whether an animation plays because of it's visual nature,unit tests were written to verify and validate the generated texture atlas and animation packs instead. The tests check that all the expected animations actually exist in the atlas, in order to catch bugs when editing/renaming/deleting animations. PlayerAnimationAtlasTest.java
@ExtendWith(GameExtension.class)
class PlayerAnimationAtlasTest {
@Test
void shouldLoadTextureAtlases() {
String asset1 = "test/files/mpcAnimation.atlas";
String asset2 = "test/files/test2.atlas";
String[] textures = {asset1, asset2};
AssetManager assetManager = new AssetManager();
ResourceService resourceService = new ResourceService(assetManager);
resourceService.loadTextureAtlases(textures);
assetManager.load(asset1, TextureAtlas.class);
assetManager.load(asset2, TextureAtlas.class);
TextureAtlas atlas = new TextureAtlas(Gdx.files.internal(asset1));
AnimationRenderComponent testAnimator = new AnimationRenderComponent(atlas);
ObjectSet<Texture> texture = atlas.getTextures();
String tex = texture.toString();
assertEquals("{test/files/mpcAnimation.png}",tex);
testAnimator.addAnimation("main_player_run", 1f);
assertTrue(testAnimator.hasAnimation("main_player_run"));
...
assertNotNull(atlas.findRegion("main_player_run"));
assertTrue(testAnimator.hasAnimation("main_player_run"));
mpcAnimation.png
size: 4096, 2048
format: RGBA8888
filter: Nearest, Nearest
repeat: none
main_player_attack
rotate: false
xy: 2, 1089
size: 542, 542
orig: 542, 542
offset: 0, 0
index: 1
main_player_attack
rotate: false
xy: 2, 545
size: 542, 542
orig: 542, 542
offset: 0, 0
index: 3
main_player_attack
rotate: false
xy: 546, 1089
size: 542, 542
orig: 542, 542
offset: 0, 0
index: 2
main_player_crouch
rotate: false
xy: 3262, 1090
size: 541, 541
orig: 541, 541
offset: 0, 0
index: 2
main_player_crouch
rotate: false
xy: 3261, 547
size: 541, 541
orig: 541, 541
offset: 0, 0
index: 1
main_player_front
rotate: false
xy: 1088, 3
size: 541, 541
orig: 541, 541
offset: 0, 0
index: -1
main_player_jump
rotate: false
xy: 546, 546
size: 541, 541
orig: 541, 541
offset: 0, 0
index: 2
main_player_jump
rotate: false
xy: 2176, 1090
size: 541, 541
orig: 541, 541
offset: 0, 0
index: 1
main_player_jump
rotate: false
xy: 1632, 547
size: 541, 541
orig: 541, 541
offset: 0, 0
index: 3
main_player_pickup
rotate: false
xy: 2, 2
size: 541, 541
orig: 541, 541
offset: 0, 0
index: 1
main_player_pickup
rotate: false
xy: 1633, 1090
size: 541, 541
orig: 541, 541
offset: 0, 0
index: 3
main_player_pickup
rotate: false
xy: 1089, 546
size: 541, 541
orig: 541, 541
offset: 0, 0
index: 2
main_player_pickup
rotate: false
xy: 2718, 547
size: 541, 541
orig: 541, 541
offset: 0, 0
index: 4
main_player_right
rotate: false
xy: 1631, 3
size: 541, 541
orig: 541, 541
offset: 0, 0
index: -1
main_player_run
rotate: false
xy: 2719, 1090
size: 541, 541
orig: 541, 541
offset: 0, 0
index: 2
main_player_run
rotate: false
xy: 2175, 547
size: 541, 541
orig: 541, 541
offset: 0, 0
index: 1
main_player_walk
rotate: false
xy: 1090, 1090
size: 541, 541
orig: 541, 541
offset: 0, 0
index: 2
main_player_walk
rotate: false
xy: 545, 2
size: 541, 541
orig: 541, 541
offset: 0, 0
index: 1
Player Factory + PlayerActions + PlayerAnimationController + KeyboardPlayerInputComponent
animateAttack
animateCrouch
animateWalk
animateRight
animateJump
animatePickUp
PlayerActions - create()
PlayerAnimationController - create()
PlayerAnimationController.java
Camera Angle and The Player's Perspective
Achievements Trophies and Cards
πΎ Obstacle/Enemy
βMonster Manual
βObstacles/Enemies
ββ- Alien Plants
ββ- Variation thorns
ββ- Falling Meteorites
ββ- FaceHugger
ββ- AlienMonkey
βSpaceship & Map Entry
βParticle effect
[code for debuff animations](code for debuff animations)
Main Character Movement, Interactions and Animations - Code Guidelines
ItemBar & Recycle system
πΎ Obstacle/Enemy
βObstacle/Enemy
βMonster Manual
βSpaceship Boss
βParticle effects
βOther Related Code
βUML & Sequence diagram of enemies/obstacles
Scoring System Implementation Explanation
Buff and Debuff Implementation
Infinite generating terrains Implementation Explanation
Game Over Screen and functions explaination
Buffer timer before game start
Rocks and woods layout optimization
Magma and nails code implementation
Guide: Adding Background music for a particular screen
History Scoreboard - Score Details
Listening for important events in the Achievements ecosystem
Hunger and Thirst icon code guidelines
Hunger and Thirst User Testing
Buff and Debuff Manual User Testing
The New Button User Test in Setting Page
The Main Menu Buttons User Testing
Infinite loop game and Terrain Testing
https://github.com/UQdeco2800/2021-ext-studio-2.wiki.git
πΎ Obstacle/Enemy
βObstacle testing
ββ- Alien Plants & Variation Thorns
ββ- Falling Meteorites
βEnemy testing
ββ- Alien Monkeys & Facehugger
ββ- Spaceship Boss
βMonster Manual
βParticle-effect
βPlayer attack testing
ββ- Player Attack
Sprint 1
Sprint 2
Sprint 3
Sprint 4
Changeable background & Buffer time testing
Game over screen test sprint 4
New terrain textures on bonus map test sprint 4
Achievements System, Game Records and Unlockable Chapters
Musics Implementation Testing plan