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Jumping & Sliding
The player jumps directly upwards when the user presses either the 'W' or the 'SPACE' key. This is done by applying a force in the positive Y direction to the center of the player's body using the jump()
function in the PlayerActions
class.
If the player is moving either to the left or right when jumping, the player will again jump upwards but continue to move in the desired direction, done so in the walk()
function also located in the PlayerActions
class. Put briefly, the player can move in both the X and Y directions at the same time.
The player should only be able to jump upwards when they are in contact with the ground, an obstacle, etc. This prevents the player from being able to fly through the level and complete the game without having to evade any obstacles. To implement this, the PlayerMovementComponent
and JumpableComponent
classes were created to track the player's collisions with different objects in the map. JumpableComponent
is a dummy component that acts as an indicator to the onCollisionStart
function in the PlayerMovementComponent
class to whether the player should be able to jump off the object. onCollisionStart
retrieves the two fixtures involved in the collision dependent upon the specified targetLayer
(i.e. obstacle). This component should only be applied to player entities as the first fixture retrieved is the component's owner (i.e. me
). It then gets the body data of both of the fixtures and, if the target fixture contains a PhysicsComponent
and a JumpableComponent
, calls togglePlayerJumping()
of PlayerActions
. This toggles the canJump
variable of the player's actions and sets their PlayerState
back to PlayerState.MOVING
, thus allowing them to jump()
.
The player slides left or right, dependent upon which direction the last moved in, when the user presses the 'SHIFT_RIGHT' key. This is done by applying a force in the positive or negative X direction to the center of the player's body using the slide()
function in the PlayerActions
class.
To make sure the player slides in the desired direction, the previousWalkDirection
variable tracks the direction the player last moved in. This gets set by setPreviousWalkDirection()
in PlayerActions
through event handling. When the 'A' or 'D' keys are pressed, KeyboardPlayerInputComponent
passes the relevant Vector2Util
vector to the function and assigns it to previousWalkDirection
. Then, slide()
evaluates previousWalkDirection
and applies the revelant force.
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)