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TwinBee

By Tedd Lee and Verit Li

TwinBee is a Japanese arcade-style shooting game my mother played with her sister during her childhood. This remake, made in Processing (Java) is the final project for a CS class in my junior year of high school. The game features intense gameplay, such as juggling powerups, dodging and eliminating enemies, and bombing land structures. This remake also features two bosses, scorekeeping, a selection interface, complex enemy pathing, and projectiles.

To run:

You will need Processing.

  1. Download this repository and open the Twinbee folder in Processing.
  2. Install the Sounds library inside Processing.
  3. Press the PLAY button to run.

Proposal: TwinBee

Processing libraries:

  • Sound - for defeating enemies, hitting objects

Topics:

  • keyboard inputs for game controls
  • using projectiles and hitboxes
  • either arrays or ArrayLists to store enemies
  • subclasses for different types of enemies
  • some image processing for sprites

Design Document

Files/Classes:

  • Driver File: Will use the classes to run and display the game with keypressed for user interaction as well as score recording and different interface screens (selection screen, game over, etc.)
  • Projectile: Will model a bullet and keep its location. Will note the origin, user or enemy.
  • Enemy: Will be the superclass for every obstacle- the different enemies will be subclasses, with collisions, displays, what to do ever frame, etc.
  • Bell: Will model a bell and handle movement, powerup chances, bullet collision, etc.
  • Player: The player! Can shoot bullets, throw bombs. (Movement is rather simple and will be controlled in a keypressed).
  • Cloud: Similar to an Enemy but it is harmless to the player. Has a chance of having a bell hidden inside. Collisions.
  • Boss: Will be the superclass for a boss. Different bosses will be subclasses and have different movement, attacks, etc.

Concepts:

  • Graphical output for displaying sprites and the background.
  • Major control structures.
  • Keyboard input for controlling the player.
  • Subclasses and inheritance for enemies and bosses.
  • 1D arrays and arraylists for storing enemies and projectiles.

User Interaction:

The user(s) will be controlling a character using WASD. They can shoot bullets and throw bombs through two other buttons. (TBD) We can also use a game controller. The character must avoid projectiles and shoot flying enemies as they fly through the sky. They can shoot bells out of clouds for a chance to gain a power up. Collecting bells and other things add to their score.

Libraries:

  • Sound: to make the game more enjoyable and immersive.

Mock up:

Enemy types:
  • Turnips: Diagonal, shoot when behind you

  • Strawberry: Diagonal, can switch direction when xvals are same with player.

  • Pepper: Diagonal, when close, slowly zooms off horizontally

  • Grapes: Diagonal, when close, run away in a U shape, shoot

  • Eggplant: Move down the screen in a row, then scatter horizontally

  • Plates: Diagonal, swerves back up.

  • Knives: Parabola, jump down to a point, shoot, then jump all the way down.

  • Forks: Diagonal, get to a point, separate (3 or 4 at a time)

  • Bowls: Plates, but option to shoot a bullet before swerving

  • Pots: Horizontal.

  • Rice cooker: Circular, makes a fat w.

  • Fires: Diagonal sine wave then loops in the middle.

  • Crabs: Goes down on both sides, goes horizontal when it has same y val as the player.

The list goes on...

Gameplay examples:

image image image image

About

A remake of TwinBee, a Japanese arcade-style shooter game from the 1980s, in Processing.

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