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Projectiles
Projectile effects in this game will include a variety of visual, aural, and practical components that enhance the entire gaming experience. These effects seek to replicate the chaos and ferocity of combat while giving players constructive criticism and boosting immersion in the game. Projectiles in the game are intended for both the Engineers and the mobs in the game area each defined with respective target layers.
- The
createBaseProjectile
method in the 'ProjectileFactory' class is responsible for creating a basic projectile entity that serves as a template for other projectile types in the game. It's a generic method for creating projectiles with common characteristics.
- UML depicting the Relation/Hierarchy of the Components
- The method
spawnProjectile
in 'ForestGameArea' class can be used to spawn projectiles that will be directed towards the specified target layer
Position - Position of the attacking Entity
Target layer - The enemy layer of the attacking entity
Direction - Of which the projectile should be animated (Towards Mob or Towards Engineers)
Speed - Respective speed of the projectile
- The method
spawnMultiProjectile
in 'ForestGameArea' class can be used create several projectiles having similar properties but different destinations.
Position - The position of the Entity that's shooting the projectile. Target Layer - The enemy layer of the "shooter". Direction - The direction the projectile should head towards. Space - The space between the projectiles' destination. Speed - The speed of the projectiles. Quantity - The amount of projectiles to spawn.
- The method
spawnEffectProjectile
in "ForestGameArea' returns the type of projectile which has AOE damage.
Instance taken for depicting the fireball projectile interaction
Fireball :
Stun Effect :
Snow ball Effect :
Mob Xeno attack :
Mob King attack :
Pierce :
Ricochet :
Fireworks :
Archer :