When You Wish Upon A Star
FULL SCREEN to play around the board.
This is part of the AI game programming assignment about path-finding. Developed in Unity independently.
Gameplay: The pathfinding is running by itself, click on the tile/grid the player wants to change and select on the left side.
Game start point/ main(): Game Manager.
Grid:20*20(default), virtual/ initial tilemap, holding the layout and storing the position of each tile.
Tile: 20*20(default), attached to the grid, also the holder of the entities in tile.
TileManager: Different methods for calculating tile position, getting entities info on tiles.
State: Different states that holds Enter(), Decide(), Move(), Exit().
StateMachine: The actual “Update()” of the game.
UI: Collected stars: collected stars/remaining stars on board(dynamic)
A star: the main method is GetPath(), called by each StarChaserState when entering the state, it calculates the path by the given start and end node.
Some special cases: a): When StarChaser/ Trade post/ Spaceship is blocked, the game pause and needs to restart.
b): When the nearest target(star/ tradepost /spaceship )is blocked, the game pause and needs to restart.
c): if the star chaser is on the same tile with the target, then it doesn’t need to do any pathfinding, it will automatically go to the next state.
StarChaser: When it is yellow, means that it is carrying the star, vice versa.
Status | Prototype |
Platforms | HTML5 |
Author | Yin Liang |
Genre | Simulation |
Made with | Unity |
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