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Team 4, General Mobs Animation Components for General Mobs #82

Closed
6 of 7 tasks
BlairCannon97 opened this issue Sep 1, 2023 · 0 comments
Closed
6 of 7 tasks

Team 4, General Mobs Animation Components for General Mobs #82

BlairCannon97 opened this issue Sep 1, 2023 · 0 comments

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@BlairCannon97
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BlairCannon97 commented Sep 1, 2023

Description

Task: Animation components for general mobs.
Feature: General Mobs

General mob animations which will act as important visual indicators of the mobs current behavior or status. This task will involve adding additional listeners to the existing XenoAnimationController class which will trigger animations for melee and ranged attacks, hurt animations and a dying animation.
Melee animations from xeno-grunt-melee-attack.png will trigger once a mob reaches a tower, and serve as a indication that the tower is taking damage. The ranged attack animations from xeno-grunt-range-attack.png will trigger at a point consistent with the spawning of a projectile. When the health of a mob reaches 0, it will play death animation xeno-grunt-death.png, before it disappears.

Dependencies

  • Projectile timing and behavior will depend on the base functionality projectile from Team-1-Tower-Projectiles
  • The size of the enitity will depend on the size of the map lanes from Team-3-Maps

Milestones

  • Ranged attacks trigger when ShootTask is triggered. (Sept. 4)
  • Melee attack animations trigger when an AttackTask is triggered (Sept. 6)
  • A death animation is played when the mob health has reached 0 and before it is removed (Sept. 8)
  • A new hurt animation replaces the normal running animation once the mobs health falls below a certain threshold (Sept. 10)
  • Modify the Xeno hitboxes to better suit the gameplay

Completion Deadline: Tuesday Sept. 12th at 3pm

Documentation

Member

  • Blair Cannon (BlairCannon97)
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