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STORY SCREEN DOCUMENTATION

DRG31 edited this page Sep 16, 2023 · 6 revisions

Overview

The StoryScreen class is a critical component of the GdxGame application. This class represents the game screen responsible for displaying the game's storyline and managing the main game loop. It utilizes several services and components to ensure smooth gameplay and UI interaction. The story outline as decided with the inclusion of the companion Emily Carter is designed and added .

Table of Contents

Story Scene

Usage

Constructor

Methods

Dependencies

Contributors

Story Scene

Scene 1 Story_1

Scene 2 Story_2

Scene 3 Story_3

Scene 4 Story_4

Scene 5 Story_5

Scene 6 Story_6

Usage

The StoryScreen class serves as the primary game screen responsible for displaying the game's storyline and managing game-related services, including rendering, input handling, and asset management.In the Sprint 2 we have freshly designed the new images as discussed with the art committee and other teams. We collaborated with Neil a member of the ships and extractor team . Post Collaboration our entire team got together and discussed amongst ourselves as well as other teams and came to the conclusion the post these new images as our story screen

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Constructor

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game: An instance of the GdxGame class. The constructor initializes various game services, including input, rendering, and resources. Additionally, it loads necessary assets and sets up the game's UI.

Methods

render(float delta)

This method is responsible for updating and rendering the game screen. It is called continuously during the game loop and is essential for animating and updating game elements.

resize(int width, int height)

This method is called when the screen's dimensions are resized. It ensures that the renderer adapts to the new screen size.

dispose()

This method is called when the screen is no longer needed. It releases and disposes of resources and services, ensuring proper cleanup.

loadAssets()

This method is responsible for loading game assets, such as textures. It is called during screen initialization to ensure that all required assets are available for rendering.

unloadAssets()

This method unloads assets that are no longer needed, freeing up memory. It is called during screen disposal to release resources.

createUI()

This method sets up the game's user interface, including components for rendering UI elements and capturing and handling user input. It creates an entity that manages UI-related actions and interactions.

Inside this method, the StoryActions and StoryDisplay component is added to an entity, which manages UI-related actions and interactions. Here's how it works:

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UML Use Case Diagram

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Dependencies

LibGDX: The core framework for developing cross-platform games.

SLF4J: A simple logging facade for Java, used for logging within the class.

Contributors

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