Polished Ranged Enemy Animation - UQdeco2800/2022-studio-1 GitHub Wiki

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UML Diagram

The following diagram represents the final process used for animating ranged enemies in Atlantis Sinks.

Sequence Diagram Ranged Enemy Animation

  1. Enemies are created in the NPCFactory class where the instance of the entity created is returned
  2. Enemies are spawned in the ForestGameArea class using the instance of the entity
  3. RangedMovementTask Handles movement of the spawned enemy, corresponding with the AnimationRenderComponent to play the correct animation depending on the direction needed for the enemy.