Page Index - UQdeco2800/2022-studio-2 GitHub Wiki
323 page(s) in this GitHub Wiki:
- Home
- Welcome to the game-engine wiki!
- Game Feature Index:
- Game Engine Links:
- [Deprecated] Attack function
- AI
- Animated Buff Timer Indicator
- Animations
- Armour Configuration UML Diagram
- Armour Graphic Design
- Armour Implementation
- Armour Unit Testing
- ArmourFactory Unit Testing
- Atlantis Guard
- Attack Cooldown Function
- Attack Function Revisited
- Attack Sequence Diagram
- Attack Speed Animation Design
- Attack Speed Buff Animations
- Attack speed icon
- Audio
- Aura Code Logic
- Aura Pickup and Application
- Aura User Testing
- Bleed
- Bleed skill
- Block Design
- Block Skill
- Bouncy Animations of Buffs Spawned
- Bow Plunger
- Bow User Testing
- Buff Animation Touch Up
- Buffs & Debuffs
- Character and Story Concept
- Character Display Stats Health, Mana, and Stamina
- Charge
- Charge Skill
- Child Citizen
- Code Clean up & Junit Test
- Code Clean up & Junit Tests
- Code optimisations
- Columns
- Combat Animation System
- Combat Items
- Combat Items: Master Code Extension Guide
- Combat Items: SonarCloud
- Combat Items: SonarCloud Sprint 2
- Combat Items: SonarCloud Sprint 3
- Combat Items: SonarCloud Sprint 4
- Components
- Concurrency & Threading
- Configuring Entities
- Countdown
- Crafting & Weapon(Weapon Craft)
- Crafting & Weapon(Weapon Craft) Sprint Three
- Crafting Contents Page
- Crafting Materials Visual Assets Design Sprint One
- Crafting Materials Visual Assets Design Sprint Three
- Crafting Materials Visual Assets Design Sprint Two
- Crafting Materials Visual Assets Design User Testing Sprint Three
- Crafting Materials Visual Assets Design User Testing Sprint Two
- Crafting Menu Updates
- Crafting Pause Screen Visual Assets Design User Testing Sprint Three
- Crafting Player Guide Visual Asset Design User Test
- Crafting Sounds Audio Assets Design
- Crafting Sounds Audio Assets Design User Test
- Crafting System Code Implementation Sprint One
- Crafting System Code Implementation Sprint Three
- Crafting System Code Implementation Sprint Two
- Crafting System Testing Plan Sprint Four
- Crafting System Testing Plan Sprint One
- Crafting System Testing Plan Sprint Three
- Crafting System Testing Plan Sprint Two
- Crafting Table (Level Two) Visual Assets Design Sprint Three
- Crafting Table Frequency in Map User Test
- Crafting Table Visual Assets Design Sprint One
- Crafting Table Visual Assets Design Sprint Two
- Crafting Table Visual Assets Design User Test Sprint Two
- Crafting Table Visual Assets Design User Testing Sprint Three
- Crafting Table Visual Assets User Test
- Crafting Tutorial Popups Visual Assets Design
- Crafting UI Visual Assets Design Sprint 4
- Crafting UI Visual Assets Design Sprint One
- Crafting UI Visual Assets Design Sprint Three
- Crafting UI Visual Assets Design Sprint Two
- Crafting UI Visual Assets Design User Testing Sprint Three
- Crafting UI Visual Assets Design User Testing Sprint Two
- Crafting UI Visual Assets User Test
- Crafting UML Diagram Sprint One
- Crafting UML Diagram Sprint Three
- Crafting UML Diagram Sprint Two
- Crafting UML Sequence Diagram Sprint Four
- Crafting Visual Indicators Visual Assets Design Sprint Three
- Crafting Visual Indicators Visual Assets Design User Testing Sprint Three
- Daggers
- Damage Buff Animations
- Dash
- Dash Skill
- Death & Win Screen Code Implementation
- Death Screen Design
- Debug Terminal
- Design Rule Book
- Diagrams (UML & Sequence)
- Dialogue & NPCs
- Dialogue Box (For Each Skill)
- Dialogue Box Changes
- Dialogue Box Design
- Dialogue Box Designs
- Dialogue Code
- Dialogue Icon Indicator
- Disposal of Plunger Projectile after Certain Duration
- Dodge Design
- Dodge Skill
- Enemies
- Enemies death animation
- Enemy Weapons
- Entities
- Entity Component System (ECS)
- Equippable display
- Event System
- Female Citizen
- Final Skill Tree (Sprint4)
- Fire Buff Animations
- Friendly Creature NPC
- Game Areas
- Game Main Menu (Static and Animated) Asset Design
- Game Main Menu (Static and Animated) Asset User Test
- Game Main Menu UI Visual Asset Design
- Game Main Menu UI Visual Asset User Test
- Game Pause Screen Visual Assets Design Sprint Two
- Game Pause Screen Visual Assets Design User Testing Sprint Two
- Game Pause Screen Code Implementation Sprint Three
- Game Pause Screen Code Implementation Sprint Two
- Game Pause Screen Visual Assets Design Sprint Three
- Game Pausing Code Implementation
- Game Screens
- Getting Started
- Hera and Athena
- Herra & Athena
- Human Guard
- Input Handling Overview
- Inventory
- Inventory base function updates
- Inventory Button Design
- Inventory Button Redesign
- Inventory Button Visual Assets User Test
- Inventory code logic
- Inventory Component Helper page
- Inventory Component Unit Testing
- Inventory Design
- Inventory display logic
- Inventory interactions and refinements
- Inventory Redesign
- Inventory sorting algorithm
- Inventory UML Diagram
- Inventory UML Diagram and Sequence Diagram
- Inventory Unit Testing
- InventoryComponent: : SonarCloud Sprint 4
- Invulnerability Skill
- Item Display Logic
- Item equipment and potion consumption logic
- Item Lore
- Junit test for NPC
- Junit test for NPC Sprint4
- JUNIT Testing and Code Coverage
- Key Binds Menu
- Keybind (Controls) Page Implementation
- Level 1: Basic Enemy Gym Bro
- Level 1: Boss Heracles The Ultimate Gym Bro
- Level 2 Basic Enemy Poop
- Level 2 Boss
- Level 2 Boss Enemy Poop
- Level 2 Walls Floor
- Loading Transition Screen Implementation
- Loading Resources
- Loading Screen Transition Screen
- Logging
- MacOS Setup Guide
- Main Feature Potions
- Main Menu Display Code Implementation
- Main Menu Title Animation Code Implementation
- Main menu transition screens implementation
- Male Citizen
- Male citizen NEW
- Map Design
- Map Layout Design
- Map Layout Design Level 2
- Map System Code Implementation
- Map Transition Design
- Material Drops by on Enemy Death
- Materials Dropping System Code Implementation
- Menu Soundtrack Design
- Menu Soundtrack Logic
- MiniMap
- New funtionalities
- New Inventory Button Visual Assets User Test
- New Pause Menu & Player Guide Implementation
- New Potions
- NPC Dialogue UML
- NPC Child, Guard, Female Second Iteration
- NPC Code
- NPC Dialogue Box Design User Testing
- NPC Dialogue Box Design User Testing Raw Data
- NPC Giving Items
- NPC Iterations User Testing Sprint 2
- NPC Iterations User Testing Sprint 2 Raw Data
- NPC Sprint 4 Raw Data
- NPC test sprint3
- NPC User Testing Interactions
- NPC Voice Over
- Optimisation of Crafting System Code with Sonar Cloud
- Pause Menu
- Pause Menu Button Interaction Code Implementation
- Pause Menu Design
- Pause Screen UML
- Physics
- Pipes Level 2
- Placing Enemies On Map
- Player Guide
- Player Guide Screen Design
- Player Key Prompt System
- Player Modification Framework
- Player Movement Animations
- Player sprite
- PlayerSkillComponent
- Plumber Friend
- Plunger
- Potion Effects UML Diagram
- Potion factory restructure and updated methods
- PotionFactory Unit Testing
- Potions
- Potions and Armour Update (User Testing Inspiration Code)
- Potions Code Logic
- Potions Design
- Potions test
- Preliminary Weapon Check in
- Projectile Animation Design
- Projectile Design
- Projectile Icon
- Projectile Improvements and Fixes for Sprint 3
- Projectile Skill
- Push
- PVC Pipe
- Quickbar GUI Display Logic
- Quickbar Redesign
- Quickbar Redesign Design
- Quickbar Visual Assets User Test
- Ranged Weapon Implementation
- Re structure of attackEnemy function
- Redesigned Skill Tree icon
- Revision to Armour and Stats
- Rey's Transparent Texture Method
- Rock
- Root
- Root Skill
- Screen Soundtrack Assets User Test
- Screen Soundtrack Design
- Sequence Diagram
- Service Locator
- Settings
- Skill Tree
- Skill tree 4
- Skill Tree 3
- Skill Tree_2
- Skill Tree_UI
- Skill_Bar
- Skills
- Skills Testing
- Sonarcloud testing Sprint One
- Sonarcloud testing Sprint Three
- Sonarcloud testing Sprint Two
- Sound Effects
- Sound effects for skills
- Sprint 4 User Testing
- Sprint 4: Armour and Potions Changes to Plan
- Sprint 4: Armour Coding
- Sprint 4: Armour Design and User Testing Future Directions
- Sprint 4: Armour User Testing and Update
- Sprint 4: Potions Code
- Sprint 4: Potions User Testing and Update
- Stamina and Mana System Code Implementation
- Statues
- Story, Character and Design Concept & Guides
- Story, Character and Design Development
- Sword
- Team 6 Sprint 4 Code Implementation Test Plan
- Teleport
- Teleport Skill
- Terrain
- Test Plan For NPC & Dialogue
- Test Plan for Sprint 2
- Testing plan and User testing of Player Sprite
- Testing plan and User testing of Win screen
- Testing Plan for Classes extending Libgdx
- Testing Plan for Libgdx Components
- Testing Story and Character Sprint One
- Tile Components
- Torch Level 2
- Toxic Buff Animations
- Tree Component
- Trident
- UI
- Ultimate Skill
- UML Class Diagram
- UML Diagram
- Unit Testing
- User Testing Plan Buffs & Debuffs
- User Testing Plan Weapons
- User Testing Potions and Revisions
- User Testing Sprint 2
- User_Test_Skill_tree_icon
- Using the Input System
- Wall (Level 2)
- Walls Component
- Water
- Weapon Drop Function
- Weapon Overlay Function
- Weapon Pickup Function
- Weapon sound
- Weapon Swing Animation User Testing
- Weapons Code Logic
- Win Screen Design
- Wrench