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Avatar Sprites
Avatar is a special kind of Sprite. Avatar responds to the player input (Player can be human or a bot). There are several different types supported by VGDL engine.
Description: This avatar supports player movement in four directions. This avatar moves directly without changing its orientation.
Description: A special type of the MovingAvatar where it can only moves in the horizontal axis.
Description: A special type of the MovingAvatar where it can only moves in the vertical axis.
Description: A special type of the MovingAvatar where it continuously moves in a certain direction unless new action happens (e.g. PacMan).
Description: A special type of the MovingAvatar where it continuously moves in a certain direction unless a new movement action perpendicular to the current direction is used. (e.g. Tron, 2 player game)
Description: A special type of the OngoingAvatar where the player can also shoot.
Description: A special avatar which doesn't respond to any player input but it moves in a fixed certain direction.
Description: This avatar allows movement in all four direction but with orientation. For example: If player presses up and the player is facing down, the avatar will change its facing direction without moving.
Description: A special type of OrientedAvatar that respond to Space key by spawning a new sprite.
Properties:
- stype: The ShootAvatar spawn it every time the player pressed Space key (Default is null which doesn't spawn anything).
- ammo: Its the name of the resource sprite the VGDL must check its value to enable shooting (Default is null which means infinite ammo).
Description: A special type of ShootAvatar but with restriction on its movement (only horizontal movement allowed).
Properties:
- stype: The ShootAvatar spawn it every time the player pressed Space key (Default is null which doesn't spawn anything).
- ammo: Its the name of the resource sprite the VGDL must check its value to enable shooting (Default is null which means infinite ammo).
- minAmmo: The minimum number of ammo the player should have to be able to shoot (Default value is 0).
- ammoCost: How much each bullet cost for shooting (Default value is 1).
avatar > MovingAvatar img=avatar
The player can move in any direction.
pacman > OngoingAvatar img=avatar
The player is always moving in a certain direction unless the other direction is pressed.
rogue > ShootAvatar ammo=weapon stype=sword img=avatar
The player can move around in any direction and can shoot sword sprite in the direction its facing if weapon resource is > 0.
cannon > FlakAvatar stype=sam img=avatar
The player can move horizontally and shoot sam sprite.
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GVG Framework
- Tracks Description
- Code Structure
- Creating Controllers
- Creating Multi Player Controllers
- Creating Level Generators
- Running & Testing Level Generators
- Creating Rule Generators
- Running & Testing Rule Generators
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Forward Model and State Observation
- Advancing and copying the state
- Advancing and copying the state (2 Player)
- Querying the state of the game
- Querying the state of the game (2 Player)
- Information about the state of the Avatar
- Information about the state of the Avatar (2 Player)
- Information about events happened in the game
- Information about other sprites in the game
- Game Description Class
- Constraints
- Game Analyzer Class
- Level Analyzer Class
- Sprite Level Description Class
- Sprite, Termination, and Interaction Data Class
- Level Mapping Class
- Competition Specifications
- VGDL Language