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Jesseable edited this page Oct 14, 2021 · 2 revisions

Introduction

There are expected to be several UI displays in the game, e.g. main menu, player stats, level text, pop-up menus, etc. The game engine makes use of libgdx's Scene2D class to render UI elements such as images and text to the screen.

Key Components

  • Renderer - Creates the stage, a canvas for UI elements (actors): Renderer.
  • Render Service - Provides global access to the stage: RenderService.
  • UI Components - Components containing actors to render onto the stage: extend UIComponent.

Usage

Create a UI entity and add UI Components to it (entities can have multiple UI components as long as there's only one of each type):

Entity UI = new Entity();
UI.addComponent(new GameAreaDisplay("Box Forest"));

The UI component should extend UIComponent:

public class UIDisplay extends UIComponent {
  private Label label;

  @Override
  public void create() {
    super.create();
    addActors();
  }

Create actors and add them to the stage in create(). Anything that isn't automatically rendered by the stage should be added to draw().

  • Example without using libgdx Table:
  private void addActors() {
    label = new Label("Hello World", skin);
    label.setFontScale(2f);
    stage.addActor(title);
  }

  @Override
  public void draw(SpriteBatch batch)  {
    // change position in case of window resize
    int screenHeight = Gdx.graphics.getHeight();
    float offsetX = 10f;
    float offsetY = 30f;
    label.setPosition(offsetX, screenHeight - offsetY);
  }
  • Example with libgdx Table:
private void addActors() {
    // Create table
    table = new Table();
    table.top().left();
    table.setFillParent(true);
    table.padTop(30f).padLeft(10f);
    
    // Add an image
    label = new Label("Hello World", skin);
    label.setFontScale(2f);

    table.add(label).pad(5);
    stage.addActor(table);
  }

  @Override
  public void draw(SpriteBatch batch)  {
    // changing position on window resizing is handled by the stage
  }

Remove actors from the stage in dispose():

  @Override
  public void dispose() {
    super.dispose();
    title.remove();
  }
}

A UML Diagram was created to show how import the UIComponent class is for all of the display screens: Building with Circle

Table of Contents

Home


Game Design

Game Design Document

Void/Antivirus

Loading Screen

Game Sound

Menu Assets

Player Design

     Original Design

     Final Design


Gameplay

Movement

Jumping & Sliding

Jump Pads

Portals & Bridges

Buttons

Pick-Ups

Physics

    Momentum & Physics

    Gravity

    Collision


Level Design

Level 1

     Background

     Textures

     Map Design

Level 2

     Background

     Textures

     Map Design

Level 3

     Background

     Textures

     Map Design

Level 4

     Background

     Textures

     Map Design


Sprint Round-Up

Sprint 1 Summary

Sprint 2 Summary

Sprint 3 Summary

Sprint 4 Summary


User Testing

Testing Plans

Sprint 1

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 2

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 3

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 4

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

User Testing

Sprint 1

     Sprint 1 - Game Audio
     Sprint 1 - Character Design
     Sprint 1 - Menu Assets
     Sprint 1 - Map Design
     Sprint 1 - Void

Sprint 2

     Sprint 2 - Game Audio
     Sprint 2 - Character Design
     Sprint 2 - Menu Assets
     Sprint 2 - Interactable Design Animation
     Sprint 2 - Levels 1 & 4, and Level Editor
     Sprint 2 - Proposed Level 2 & 3 Designs
     Sprint 2 - Current Game State

Sprint 3

     Sprint 3 - Menu Assets
     Sprint 3 - Map Design
     Sprint 3 - Score Display
     Sprint 3 - Player Death and Spawn Animations
     Sprint 3 - Pick Ups and Pause Screen

Sprint 4

     Sprint 4 - Gameplay
     Sprint 4 - Game UI and Animation
     Sprint 4 - Level Background and Music
     Sprint 4 - Game User Testing
     Sprint 4 - Final Game State Testing


Game Engine

Entities and Components

     Status Components
     Event System
     Player Animations Implementation

Level Editor

Level Saving and Loading

Status Effect


Defunct

Development Resources

    Getting Started

Entities and Components

    Level Editor (Saving and Loading
         Multiple Levels)

    Service Locator

    Loading Resources

    Logging

    Unit Testing

    Debug Terminal

Input Handling

    UI

    Level Saving/Loading

    Status Effects

    Animations

    Audio

    AI

    Physics

Game Screens and Areas

    Terrain

    Concurrency & Threading

    Settings


Troubleshooting

MacOS Setup Guide

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