2.5 Boss design

Design

Objectives

Usability Features

Key Variables

Variable Name
Use

chaseAndFlee

Sets the constant downward acceleration

onCollide

Show the anchor point of the Sprite

Load Sprite

Used to input what each symbol represents in the level

Area

Collision detection (T/F)

Body

Static properties (T/F)

dir

Direction of movement

Pseudocode

Development

Outcome

Challenges

setting a speed value that makes platforming smooth and movement feel responsive

Testing

Evidence for testing

Tests

Test
Instructions
What I expect
What actually happens
Pass/Fail

1

Get close to boss

Boss moves towards player

As expected

Pass

2

Get far from boss

Boss runs away

As expected

Pass

Evidence

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