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Day and Night Cycle Summary

Ella West edited this page Sep 13, 2022 · 16 revisions

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Summary

Day and Night Cycle Service

The day and night cycle service uses GameTime to leep track of the current day, time and part of day/night cycle. This then triggers events that inform other components of the game to perform actions based on what stage of the day the game is in (e.g. enemies can spawn at night).

See here for more details.

Day and Night Cycle Filter

The day night cycle filter is represented by a component in the codebase called DayNightCycleComponent.java. It is responsible for giving the dawn,day,dusk and night look of the game. Underneath it uses an OpenGL Shader Language files to accomplish the shading. It hooks in to the game rendering cycle to apply the shading all the while making sure to avoid shading UI components.

See here for more details.

Day and Night Cycle Clock

More information on the design of the clock and its ideation for Atlantis Sinks may be found here!

User Testing was completed in order for user expectation to be recognised in regard to the clock implementation and design! This paved the way for the various design fidelities.

Day and Night Cycle Clock UI

See here for more details.

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Introduction

Game Features

Main Character

Enemies
The Final Boss

Landscape Objects

Shop
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Achievements
Camera

Crystal

Infrastructure

Audio

User Interfaces Across All Pages
Juicy UI
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)
Map
Day and Night Cycle
Unified Grid System (UGS)
Polishing

Game Engine

Getting Started

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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