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Event System
The game has an event system, which allows entities to trigger or listen to events.
Every entity has an event system system attached, which you can access with entity.getEvents()
. Events are referenced by name, as strings.
Events can be received with entity.getEvents().addListener("event name", function)
. Whenever that event is triggered on the entity, the function you provide will be called with the event's arguments.
Events can be triggered with entity.getEvents().trigger("event name", args)
. An event can have 0 or more arguments of any type.
Note: You must ensure that the arguments given to trigger(arg0, arg1, ...)
match those in the listeners. If not, this will cause an exception.
// Listen to a collision event using Java lambda syntax. Whenever a
// collision happens, the print statement will be called.
player.getEvents().addListener("collisionStart", (Fixture other) -> {
System.out.println("I just hit something!");
});
// Listen to a health change event using Java's method reference operator to
// call the updateUI() function every time health changes
player.getEvents().addListener("healthChanged", this::updateUI);
// Trigger an attack event with a value of 10
player.getEvents().trigger("attack", 10f);
// Trigger a player death event with two arguments. Any listeners must
// accept these both as parameters!
player.getEvents().trigger("playerDeath", enemy, false);
You might recognise event systems by one of their other names:
- Publish / subscribe pattern
- Observer pattern
The idea is the same, it just depends who you ask!
Events are a widely used technique to keep systems separate and modular. A common example is in UI. Let's say that when the player dies, we want to show a death popup window that lets you choose whether to retry or quit. How does our popup class DeathPopupWindow
know about the player's death, which is processed in the Player
class?
The obvious solution is to add the code to trigger the window into Player
, something like this:
class Player {
public void processDeath() {
...
deathPopup.activate();
...
}
}
This works, but it should be clear that this violates good code principles. The player class shouldn't need to know anything about the UI. You can also imagine how big this would get when we start to add things like player health UI, or inventory. Events let us decouple this code, by letting the player say "If anyone is listening: I just died". It then becomes the responsibility of DeathPopupWindow
to listen to this event and activate itself.
The refactored code would look like this:
class Player {
public void processDeath() {
...
entity.getEvents().trigger("death");
...
}
}
class DeathPopupWindow {
public DeathPopupWindow() {
player.getEvents().addListener("death", this::active);
}
}
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