Blood Of Evil
To give you an idea about all the features developped
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What I implemented for this patch (19/08/2016) :
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Player :
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Services :
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Windows managment :
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Open and close a window with a keys combinaison, those keys can be configured.
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Fade in / fade out effect on the opening and closing of windows.
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The interactibility of windows are handle by it transparency.
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Those system is link to an player input system that can be configured
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Each windows are draggable.
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Each windows are closable with a generic exit button.
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Each window have a shadow effect.
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It is possible to close all windows with the "escape" key (input event : CloseAllCanvas).
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When a windows is selected, it hold at top of other windows.
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When a window is open an event is thrown and it is not possible to move or attack.
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Language managment :
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Modify the language at run-time.
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Modify current language content at run-time.
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Save a language file.
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Load a language file.
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Throw an event on language modification.
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Menus :
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Language Editor :
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Edit language file content.
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Save, load, reload a file content.
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Attribute Editor :
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Allow to see and edit each sub values of each attributes.
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Architecture :
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Language & attributes management :
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Use a simple array of array (string[][] and EntityAttributes[][]) instead of a dictionary or a hashmap.
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To make this possible I categorised my nodes with an enumeration and hashID. (int[][] hashIDS).
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To recover an element I need it enumeration index and it hash index.
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Language management :
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I thrown an event when I change the language, it allow to update the texts of my interfaces.
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I use a JSON extension but binary will come a bit later to make my application run faster.
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Attributes managment :
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I throw an event when the value are modified, it allow to update my interface at right time.
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Menu :
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Language li ne and attributes line use the objects pool to avoid new and delete at run-time.
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Each texts are updated when the language is modified thanks my own event system.
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