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harland-jensen edited this page Oct 4, 2022 · 3 revisions

Introduction

The Tile class was created to enable the UGS to easily store the information necessary. It is important to the studio given that it allows developers to customise what information is readily available in the UGS.

Class Design

The Tile class has various getter/setter methods which are outlined below:

  • getTileType returns the Tile's type
  • getEntity returns the Tile's entity
  • setTileType Sets the associated Tile's tile type
  • setEntity Sets the associated Tile's entity

Unit Testing

The unit testing which was performed on the UGS class can be found here.

Future Expansion

In the future, research should be carried out amongst developers to understand what else, if anything, should be stored in the Tile class. Storing additional information could potentially allow for better functionality and integration with other features.

UML Diagram

The UML diagram below shows the Tile class' interaction with the UGS and through the UGS, the serviceLocator class. image

Table of Contents

Home

How to Play

Introduction

Game Features

Main Character

Enemies
The Final Boss

Landscape Objects

Shop
Inventory
Achievements
Camera

Crystal

Infrastructure

Audio

User Interfaces Across All Pages
Juicy UI
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)
Map
Day and Night Cycle
Unified Grid System (UGS)
Polishing

Game Engine

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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