Graphics Reference
In-Depth Information
feature early boss battles. At the end of levels, tougher, stronger enemies were required to
be destroyed before advancing to the next stage.
he game Interstellar Paranoids (shown in Figure 14.1) pays homage to these classic
games. It features a spaceship that moves left, right, up, and down around the screen, and
it can fire to destroy enemies. The enemies swoop in from the top and left and right sides
of the screen, flying around along paths as they shoot projectiles at the player. At the end
of each stage will be a boss enemy that requires a lot more hits to take down.
The sound effects are old fashioned, arcade style, and there is a scrolling starfield in
the background with explosions lighting up the screen as collisions happen. Its overall
structure difers a little from other games in this topic, as seen in Figure 14.2.
This game may be found in the example games project, its scenes in the Scenes/
Interstellar Paranoids folder named level_1, level_2, and menu_IP.
Its prefabs are located in the Prefabs/Games/Interstellar Paranoids folder.
Player
User manager
Player manager
Game controller
e game controller starts out in a prefab,
which is instantiated into the first game
scene and persists across all game
levels. It is only destroyed when the
game ends.
Input controller
Class derived from
Slot-based
weapon system
Spaceship
movement
controller
UI
manager
Sound
manager
Enemy
Scene manager
(persists across all scenes)
Slot-based
weapon system
Enemy manager
(Enemy_IP. cs)
AI controller
Manager and control objects
Class derived from
Armed enemy
movement controller
(BaseArmedEnemy.cs)
Waypoint follower
(BaseWaypointFollower.cs)
Path waypoint
controllers
Waypoint
gameObjects
Scene objects
Figure 14.2 Interstellar Paranoids game structure.
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