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//hello

to move

arrow keys to move

A to suck and D to attack

X to return to neutral Kirby

only single click received

to build

gradle build

to add contents

(Animator class not optimized to good luck!)

Enemy:

   An Enemy needs sprites, idle movement, and attack movement. Add sprite sources as String[] spritesources;

   Define the hitbox and the elemental of the enemy;
   
   Add idle movement to the movement() method, !isActive, and pick the suitable animation for the rest state;
   
   Add attack movement to the movement() method, isActive, and pick the suitable animation for the attack state;
   
   Create the object layer for these new Enemy in the map (.tmx file);
   
   Add the new class and the object layer name to the EnemySpawn() method in class Enemy;

Kirby:

   A Kirby needs idle, attack, etc sprites (refer to the other class of Kirby);

   Add the elemental, special move's hitbox and special attack of Kirby;
   
   Add this Kirby to the KirbyUpdate() method in class Kirby;

GameStage:

         A Map;

Supporting Stages:

                A background image;

                A manageUI() method;

Map:

 A Map needs a tile layer, which has to be visible;

 A map need a start layer with ONE ellipse object (this will specify the position of Kirby when first entering the map);
 
 A map will also need object layers to spawn Enemy and other environment elements;
 
 (Will need to mod the EnemySpawn() method to support different types of enemy groups in different maps && EnemySpawn() method currently also spawns breakable blocks so will        need to move to a more general spawn method.)

Environmental elements:

                    Sprite and Animation as necessary;

                    An object layer in the .tmx map;
                    
                    Add the reaction in cases of collision; (what will happen if Kirby or whatever collides with this new Element)
                    
                    Add to the spawn method. (currently part of the EnemySpawn() method.)

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pls do not sue me @N_nt_nd_

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