-
Notifications
You must be signed in to change notification settings - Fork 1
Physics
acoox edited this page Apr 23, 2021
·
2 revisions
The sample game provided with the game engine is physics-based, which means that all movement and collisions is handled by a physics simulation. You are not required to use this in your game, so feel free to modify or remove the provided physics code. The popular Box2D library is used to simulate physics. Box2D documentation is highly recommended reading before writing any physics-related code.
-
PhysicsComponent: This registers an entity as part of the physics engine and allows it to be moved around by physics. -
ColliderComponent: Adds a collider to the entity, which lets it collide with other colliders (e.g. obstacles, enemies). -
HitboxComponent: A simple subclass ofColliderComponentthat creates a sensor-only collider. Useful for detecting collisions without actually colliding. -
PhysicsMovementComponent: Provides movement for a physics-enabled entity by applying forces in the desired direction. This can steer an entity in a specific direction, and is used in the base game for the player and ghost enemies. -
PhysicsEngine: Performs the actual physics simulation. You don't have to interact with this directly.
-
Collision Events: All collisions trigger start/end events on the colliding entities. This can be used for combat hitboxes, triggering events when players enter areas, etc. See
PhysicsContactListener(code). -
Raycasting: Raycasting means firing a line in a certain direction and detecting any collisions. This is used in the sample game to calculate line of sight for enemies. See
PhysicsEngine.raycast()(code).
- Uniform Pixel Grid Resolution
- Storyline
- Instruction
- NPC info
- NPC Communication Script
- Inventory-System-and-Consumables
- Storyline User Test
- Traitor Clues
- Game Characters
- Player Profile User Test
- Player Eviction Menu Sprint1: User survey (Team 7)
- Player Eviction Menu Sprint2: User survey (Team 7)
- Sprint3 - Win/lose Condition: User survey (Team 7)
- Sprint4 - Polishing-tasks: User survey (Team 7)
- Transition Animation/Special Effects/Sound Effects: Feature Overviews
- Transition Animation and Effects: Design Process & Guideline
- Sprint 4 User Testing
- Transition Animation & Effect: Code Guideline-Sprint4
- Sound effect when players complete npc tasks and hover over npc cards
- Fixing the clue bug
- Music Test
- Player Eviction Menu: Design Process & Guideline
- Player Eviction Menu (Feature Overviews)
- Player Eviction Menu: Code Guideline - Sprint1
- Sprint 1 User Testing
- Detailed Eviction Card: Design Process & Guideline
- Detailed Eviction Card: Feature Overviews
- Sprint 2 User Testing
- Player Eviction Menu: Code Guideline - Sprint2
- Sprint 2 Inventory System and Consumables Items User Testing
- Sprint 2 Inventory System and Consumables Items Functionality
- NPC interaction testing plan sprint3
- NPC interaction testing results sprint3
- NPC Dialogue Scripts
- Code Guideline
- Win/lose Condition: Design Process & Guideline
- Win/lose Condition: Feature Overviews
- Sprint 3 User Testing
- Win/lose condition: Code Guideline - Sprint3
- Enemy List
- User Testing 1: Enemy Image Filter
- User Testing 2: Enemy Animation and AI
- User Testing 3: Basic Attack