2.2.6 Cycle 6 - Level Change

Design:

Objectives

In the sixth cycle, my objectives are to clean up and comment on my existing code. This will be useful when debugging in the future. I am also going to implement the transition to the next level, it doesn't have to be detailed for now, a simple platform will do.

Usability Features

The code will be easier to read and understand for all viewers. The commenting will also prove useful for debugging.

The change to the next level further develops the game and makes it more entertaining.

Key Variables

Variable Name
Use

levelId

Corresponds to a specific level design.

LEVELS

The variable containing all level designs.

Pseudocode

The pseudocode for the Portal between the two levels is shown below:

Development:

Outcome

  • The player is now faced with another level after completing the first, the code for this can be viewed below:

Challenges

Some challenges I faced during this cycle:

  • The platform change was difficult to implement since moving the Sprite to the correct position was difficult.

Testing:

Tests performed in this cycle are evidenced below, they were a crucial aspect of my development.

Tests

Test
Instructions
What I expect
What actually happens
Pass/Fail

1

Run code.

The game to start, boundaries rendered, player, Grunts placed and teleporter avaliable for use.

As expected

Pass

2

Move the Player's character into the teleporter.

The Player is moved to the second platform which will later contain more enemies.

As expected

Pass

Evidence

The screenshots below show the commented code, it completes the following tasks for this cycle:

The screen recording below shows the teleporter moving the player to the next level after the first has been completed, it completes the following tasks for this cycle:

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