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A unique retro shooter style game made with libgdx. Currently unavailable on the Play Store.

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retrodaredevil/track-shooter

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track-shooter

A retro shooter style game made with libgdx

About this game

In this game, you go around a track and rotate to shoot enemies. Each level you go up, the more enemies there are. After 10 seconds in each level (except level 1 and levels divisible by 4), a Snake enemy comes in that has crazy and unique movement. The only point of this game is to get the highest score.

Level 10, and every 8 levels after that are "easy" levels.

Example:

Low Quality Video

alt text

Running the Game

You must have at least Java 8 installed. You must create a local.properties with sdk.dir="your android installation"

Windows: gradlew.bat desktop:run

*nix: ./gradlew desktop:run

If you are using logcat, this may be useful if the console is being spammed: (?=^((?!Skip ramp).)*$)(?=^((?!This process).)*$)

Build Troubleshooting

On Android libgdx.so not found

Relates to issue: libgdx/libgdx#5863. Need to run this specific gradle task before deploying.

./gradlew appgoogle:copyAndroidNatives

If that does not work, uninstall app from device and then deploy.

Conventions

  • Use conventions found in .editorconfig
  • If you come across a file that has mixed spaces and tabs, change the spaces to tabs IF you make other changes in the file
  • If you come across a file with Objects.requireNonNull() IF you make other changes, change it to use a static import

Contributing

If you want to get involved, feel free to create an issue about an idea that you have. Pull requests are welcome, but if you create an issue I can get back to you if I think the pull request will be accepted.

Why I made this

I've always loved "retro" arcade games. Some of my favorites are Galaga, Pacman, and Xevious. I wanted to create a game with the "feel" of these games: 3 lives each game and you try to get the high score each time you play it. December 2016 I had a lot of fun creating a Pokemon based game (in my repos). After that I moved onto Unity for a while (2017), then made a text adventure (late 2017) and then worked code for a robot (early 2018). After robotics season I knew I needed a new project to work on. While I created this I wanted to have the same feeling of designing my game from the ground up like I did with the Pokemon game. (Slick2D was great, but outdated) I didn't want the learning curve of a huge game engine like Unity. I wanted to start programming it right away. That's why I chose LibGDX. It allowed me to have the freedom of designing the structure of my code, unlike game engines where the code is just a way to script. LibGDX is object oriented but it never felt like it forced me to design my code a certain way like other game engines do. For instance, with Unity, it forces you to have a very modular scripting approach. I didn't want to feel like I was scripting my game so that's why I went with LibGDX.

Design decisions

Updateable and Renderable

Throughout this project, I've made some good and bad design decisions. I had to refactor the Updateable interface to remove the world instance passed through its method and I decided not to use my refactoring of the Renderable/RenderComponent interfaces. Early in the project, I decided to fully separate rendering from Entity's classes by making Entities Renderable. Instead of rendering, the Renderable interface returns a RenderComponent to modularize rendering. This design was perfect, except I made it more complex when I had to use multiple stages. In some cases, passing a stage through a RenderComponent made things a lot easier, other times it made it less elegant.

Input

When I first created this game, I was tired of input libraries that did abstract anything. I knew that eventually I wanted to have a bunch of different control options, so I started creating an input library that didn't depend on anything else in the project. The input library moved back and forth from being in this project, to being a separate project. I imported it with jitpack.io and committed almost every change so I could test it. I eventually added unit tests to abstract-controller-lib which made it a lot easier. I can say that abstract-controller-lib helped me write my input code a lot better than other solutions. I even used it for input in robot2019.

Putting this on Android

This game was initially only run on desktop, but I knew that someday I wanted to change that. Because of abstract-controller-lib, I was able to create a gyro binding for android and some other simple controls. I had the game up and running on my phone surprisingly quickly.

Entities

I'm happy with how the design of Entities turned out and am really glad I made Entity an interface instead of just an abstract class. This allowed me to be a lot more flexible with other interfaces that extended Entity, allowing me to inherit multiple interfaces that also inherited Entity.

Entity Movement

I'm not entirely sure how I feel about my implementation of MoveComponents. This is mostly because after creating the MoveComponent framework, I created action-lib. If I find huge advantages of using my new library over my old framework, I might change it.