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Anastasia Laczko edited this page Jun 11, 2021 · 6 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();
  }
}

Table of Contents

Home

Game Design

User survey

Sprint 4

Eviction Menu and Win/lose Logic: Polishing tasks (Team 7)

Button Sounds and Ending Menu improve (Team 3)

Sound effect and Fixing the clue bug (Team 6)

Improvement of Enemy and Attack (Team 1)

Add Features When The Player Get Attacked and Overall UI Improvement (Team 8)

Sprint 1

Achievement System (Team 2)

Player Eviction Menu (Team 7)

Countdown Clock (Team 4)

Music (Team3)

Map (Team6)

Sprint 2

Player Eviction Menu (Team 7)

Character Design & Animation (Team 1)

Music (Team 3)

Inventory System and Consumables Items (Team 8)

Scenario design

Achievement System(team 2)

Storyline (Team 5)

Countdown Clock (Team 4)

Sprint 3

Ending Menu (Team 3)

NPC interaction (Team 2)

Win/lose Condition (Based on Eviction Menu) (Team 7)

Player Profile (Team 4)

Game Logo (Team 8)

Clue storage (Team 6)

Enemy Design and Attack (Team 1)

Scenario design for village(Team5)

Game design
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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