docs: UML updates (#58)

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Théo LUDWIG 2025-05-08 17:50:45 +02:00 committed by GitHub
parent 8fe04b974a
commit 97b473cb01
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20 changed files with 1009 additions and 226 deletions

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@ -8,11 +8,11 @@ repeat
if (Le joueur percute un obstacle ?) then (Oui)
:Le joueur meurt;
:Augmenter le nombre d'essais de 1;
:Perdre toutes les pièces et bonus;
:Perdre toutes les bonus;
else (Non)
partition "Actions du joueur" {
group Saut
if (L'utilisateur clique sur l'écran ?) then (Oui)
if (L'utilisateur appuie sur espace ?) then (Oui)
:Le joueur effectue un saut;
endif
end group
@ -27,15 +27,15 @@ repeat
end group
endif
if (Le joueur clique sur un bonus dans son inventaire ?) then (Oui)
if (Le joueur percute un bonus ?) then (Oui)
group Activation de Bonus
:Le joueur clique sur un bonus dans l'inventaire;
switch (Type de bonus)
case (Temps ralenti)
:Activer ralentissement du temps;
:Temps ralenti : 3 secondes;
case (Annulation d'obstacle)
:Supprimer tous les obstacles;
:Durée : 3 secondes;
case (Temps accéléré)
:Activer accélération du temps;
:Durée : 3 secondes;
endswitch
end group
@ -54,9 +54,6 @@ repeat
:Quitter le niveau;
:Retour au menu principal;
stop
case (Mode Checkpoint)
:Activer/Désactiver le mode Checkpoint;
:Reprendre la partie;
case (Volume)
:Modifier le volume sonore;
:Revenir au menu de pause;
@ -72,7 +69,6 @@ repeat
if (Le joueur touche la zone de fin ?) then (Oui)
:Terminer le niveau;
:Animation de fin de niveau;
:Conserver les pièces obtenues;
break
endif
}

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@ -11,7 +11,7 @@ repeat
:Perdre toutes les pièces et bonus;
else (Non)
partition "Actions du joueur" {
if (L'utilisateur clique sur l'écran ?) then (Oui)
if (L'utilisateur appuie sur espace ?) then (Oui)
:Le joueur effectue un saut;
note right
**Saut**
@ -29,12 +29,12 @@ repeat
end note
endif
if (Le joueur clique sur un bonus dans son inventaire ?) then (Oui)
if (Le joueur percute un bonus ?) then (Oui)
:Activer un bonus;
note right
**Activation de Bonus**
- Déclenche l'effet du bonus sélectionné.
- Exemple : Invincibilité, Double saut.
- Exemple : Ralentissement du temps.
end note
endif
}
@ -44,7 +44,7 @@ repeat
:Arriver sur le menu de pause;
note right
**Menu de pause**
- Affiche les options : Reprendre, Quitter, Mode Checkpoint, Volume.
- Affiche les options : Reprendre, Quitter, Volume.
end note
endif
}
@ -53,12 +53,6 @@ repeat
if (Le joueur touche la zone de fin ?) then (Oui)
:Terminer le niveau;
:Afficher une animation de fin de niveau;
:Conserver les pièces obtenues;
note right
**Fin du Niveau**
- Succès enregistré.
- Les pièces collectées sont sauvegardées.
end note
endif
}
endif

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@ -5,9 +5,9 @@ start
switch (Type de bonus)
case (Temps ralenti)
:Activer ralentissement du temps;
:Temps ralenti : 3 secondes;
case (Annulation d'obstacle)
:Supprimer tous les obstacles;
:Durée : 3 secondes;
case (Temps accéléré)
:Activer accélération du temps;
:Durée : 3 secondes;
endswitch
stop

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@ -1,7 +1,7 @@
@startuml sub-bonus
start
if (Le joueur touche un bonus ?) then (Oui)
if (Le joueur percute un bonus ?) then (Oui)
:Ajouter le bonus à l'inventaire;
else (Non)
endif

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@ -1,10 +0,0 @@
@startuml sub-bumper
start
if (Le joueur touche un bumper ?) then (Oui)
:Effectuer un grand saut;
else (Non)
endif
stop
@enduml

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@ -7,10 +7,6 @@ switch (Forme)
:Mode fusée;
case (Forme roue)
:Mode roue;
case (Forme sens inversé)
:Mode sens inversé;
case (Forme gravité inversée)
:Mode gravité inversée;
endswitch
stop

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@ -11,13 +11,10 @@ else (Quitter)
:Quitter le niveau;
:Retour au menu principal;
stop
else (Mode Checkpoint)
:Activer/Désactiver le mode Checkpoint;
:Revenir au menu de pause;
else (Volume)
:Modifier le volume sonore;
:Revenir au menu de pause;
else (Menu de sleection de niveau)
else (Menu de sélection de niveau)
:Revenir au menu de selection de niveau;
endif

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@ -1,10 +0,0 @@
@startuml sub-pieces
start
if (Le joueur touche une pièce ?) then (Oui)
:Ajouter la pièce au niveau;
else (Non)
endif
stop
@enduml

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@ -0,0 +1,303 @@
@startuml Geometry Dash - Diagramme de classe léger
skinparam style strictuml
skinparam classAttributeIconSize 0
skinparam classFontStyle Bold
hide enum methods
class PlayerCamera {
{field} + playerObject: GameObject
{field} + normalMinYFollow: float
{field} + shipMinYFollow: float
{field} + smoothSpeed: float
{field} - initialY: float
{field} + isPlaying: bool
{method} - Start()
{method} - Update()
}
class Player {
{field} + RigidBody: Rigidbody2D {get} {private set}
{field} + Transform: Transform {get} {private set}
{field} + Particle: ParticleSystem {get} {private set}
{field} + LevelsLoader: LevelsLoader {get} {set}
{field} + SpriteRenderer: SpriteRenderer {get} {private set}
{field} + IsColliding: bool {get} {set}
{field} + HasStarted: bool {get} {set}
{field} + CanJump: bool {get} {set}
{field} + CurrentGameMode: IGameMode {get} {set}
{field} + SpeedMultiplier: float
{method} + Awake()
{method} + Start()
{method} + Update()
{method} + OnCollisionEnter2D(collision: Collision2D)
{method} + OnCollisionExit2D(collision: Collision2D)
{method} + OnTriggerEnter2D(collision: Collider2D)
{method} + ChangeGameMode(newMode: IGameMode)
}
Player o--> LevelsLoader : <<References>>
Player o--> IGameMode : <<Has>>
class PauseMenu {
{field} + pauseMenu: GameObject
{field} + pauseButton: GameObject
{field} + levelLoader: LevelLoader
{field} + volumeSlider: Slider
{method} + Start()
{method} + ChangeVolume()
{method} + Pause()
{method} + Home()
{method} + Resume()
}
PauseMenu --> LevelLoader : <<References>>
PauseMenu --> GameObject : <<References>>
PauseMenu --> Slider : <<References>>
class MainMenu {
{method} + LaunchGame()
{method} + OpenImport()
{method} + QuitGame()
{method} + LevelEditor()
{method} + EditorChoice()
{method} + CreateLevel()
}
class LevelStat {
{field} + JsonName: string {get} {set}
{field} + totalJumps: Integer
{field} + totalAttempts: Integer
{field} + progressionPercent: Integer
{method} + {static} CreateFromJSON(jsonString: string): LevelStat
}
class LevelsLoader {
{field} + levels: List<Level>
{field} + levelCurrent: Level
{method} - Start()
{method} - LoadAllLevels()
{method} - SaveLevelCurrent()
{method} + NextLevel()
{method} + PreviousLevel()
{method} + IncreaseTotalJumps()
{method} + IncreaseTotalAttempts()
{method} + CalculateCurrentProgressionPercent(playerPosition: Vector3): Integer
{method} + RefreshLevels()
}
LevelsLoader *--> Level : <<Owns>>
class LevelLoader {
{field} + levelsLoader: LevelsLoader
{field} + audioSource: AudioSource
{field} + progressionText: Text
{field} - groundY: float
{method} - GetPrefab(type: string): GameObject
{method} - LoadAudio()
{method} - LoadElements()
{method} + Start()
{method} + Update()
}
LevelLoader o--> LevelsLoader : <<References>>
LevelLoader *--> AudioSource : <<Owns>>
LevelLoader --> Text : <<References>>
class LevelEditor {
{field} - currentBlock: GameObject
{field} - isPlacingBlock: bool
{field} - currentScale: Vector3
{field} - scaleStep: float
{field} + blockGroupContainer: Transform
{field} + buttonPrefabTemplate: GameObject
{field} - currentPage: Integer
{field} - buttonsPerPage: Integer {constant}
{field} - blockPrefabs: List<GameObject>
{field} - currentButtons: List<GameObject>
{field} - resizingTarget: GameObject
{field} - isResizing: bool
{field} - originalMousePos: Vector3
{field} - originalScale: Vector3
{field} - currentResizeAxis: ResizeAxis
{method} - Start()
{method} - LoadPrefabs()
{method} - GenerateButtons()
{method} - ClearCurrentButtons()
{method} + NextPage()
{method} + PreviousPage()
{method} - SelectPrefab(prefab: GameObject)
{method} - Update()
{method} - PlaceBlock()
{method} - TrySnapToNearbyBlock()
{method} - InstantiateAndPrepare(prefab: GameObject, scaleOverride: Vector3?)
{method} - HandleBlockRotation()
}
LevelEditor o--> blockGroupContainer : <<References>>
LevelEditor --> buttonPrefabTemplate : <<References>>
LevelEditor *--> blockPrefabs : <<Owns>>
LevelEditor *--> currentButtons : <<Owns>>
LevelEditor o--> currentBlock : <<References>>
LevelEditor o--> resizingTarget : <<References>>
LevelEditor *--> ResizeAxis : <<Has>>
enum ResizeAxis <<enumeration>> {
None
Horizontal
Vertical
}
class LevelElement {
{field} + type: string
{field} + x: float
{field} + y: float
{field} + scaleX: float
{field} + scaleY: float
}
class Level {
{field} + {static} {readOnly} LAST_X: Integer = 15
{field} + JsonName: string {get} {set}
{field} + TotalJumps: Integer {get} {set}
{field} + TotalAttempts: Integer {get} {set}
{field} + ProgressionPercent: Integer {get} {set}
{field} + ProgressionPercentMax: Integer {get} {set}
{field} + name: string
{field} + musicName: string
{field} + order: Integer
{field} + elements: List<LevelElement>
{field} + LastX: float {get}
{method} + {static} CreateFromJSON(jsonString: string): Level
}
Level *--> LevelElement : <<Composed of>>
class JSONImporter {
{field} + statusText: TMP_Text
{method} - Awake()
{method} - Start()
{method} + ImportJSON()
{method} - ShowFileBrowser(): IEnumerator
{method} - UpdateStatus(message: string, color: Color)
}
JSONImporter --> TMP_Text : <<References>>
class JSONExporter {
{field} + statusText: TMP_Text
{field} - editor: LevelEditor
{field} - levelsFolder: string
{method} - Awake()
{method} - Start()
{method} + ExportJSON()
{method} - ShowSaveDialog(): IEnumerator
{method} - SetStatus(message: string, color: Color)
}
JSONExporter o--> LevelEditor : <<References>>
JSONExporter --> TMP_Text : <<References>>
class SerializableElement <<private>> {
{field} + type: string
{field} + x: float
{field} + y: float
{field} + scaleX: float
{field} + scaleY: float
}
JSONExporter ..> SerializableElement : <<Uses>>
class LevelData <<private>> {
{field} + name: string
{field} + musicName: string
{field} + order: Integer
{field} + elements: SerializableElement[*]
}
LevelData *--> SerializableElement : <<Composed of>>
JSONExporter ..> LevelData : <<Uses>>
interface IGameMode <<interface>> {
{method} + Update(player: Player) {abstract}
{method} + OnCollisionEnter(player: Player, collision: Collision2D) {abstract}
{method} + OnCollisionExit(player: Player, collision: Collision2D) {abstract}
}
class ShipGameMode implements IGameMode {
{field} - HorizontalSpeed: float {constant}
{field} - JumpForce: float {constant}
{field} - JumpKey: KeyCode {constant}
{field} - UpperAngle: float {constant}
{field} - LowerAngle: float {constant}
{field} - RotationTransitionDuration: float {constant}
{method} + Update(player: Player)
{method} - GetCurrentZAngle(player: Player): float
{method} - Jump(player: Player)
{method} + OnCollisionEnter(player: Player, collision: Collision2D)
{method} + OnCollisionExit(player: Player, collision: Collision2D)
}
ShipGameMode ..|> IGameMode
ShipGameMode ..> Player : <<Uses>>
class NormalGameMode implements IGameMode {
{field} - HorizontalSpeed: float {constant}
{field} - JumpForce: float {constant}
{field} - JumpKey: KeyCode {constant}
{field} - isRotating: bool
{field} - targetRotationAngle: float
{field} - rotationSpeed: float {readOnly}
{method} + Update(player: Player)
{method} - Jump(player: Player)
{method} - PerformRotation(player: Player)
{method} - IsJumping(player: Player): bool
{method} - AlignRotation(player: Player)
{method} - UpdateParticlePositionAndRotation(player: Player)
{method} + OnCollisionEnter(player: Player, collision: Collision2D)
{method} + OnCollisionExit(player: Player, collision: Collision2D)
}
NormalGameMode ..|> IGameMode
NormalGameMode ..> Player : <<Uses>>
' Tags
class ShipPortal { }
class CubePortal { }
class BonusBoostSpeed { }
class BonusSlowSpeed { }
class Kill { }
class Win { }
class Ground { }
class WinnerWall { }
class Block { }
class SmallObstacle { }
class Spike { }
class Portal { }
class Bonus { }
Player ..> ShipPortal : <<Uses Tag>>
Player ..> CubePortal : <<Uses Tag>>
Player ..> BonusBoostSpeed : <<Uses Tag>>
Player ..> BonusSlowSpeed : <<Uses Tag>>
ShipGameMode ..> Kill : <<Uses Tag>>
ShipGameMode ..> Win : <<Uses Tag>>
ShipGameMode ..> Ground : <<Uses Tag>>
NormalGameMode ..> Kill : <<Uses Tag>>
NormalGameMode ..> Win : <<Uses Tag>>
LevelLoader ..> WinnerWall : <<Uses Prefab>>
LevelLoader ..> Ground : <<Uses Prefab>>
LevelEditor ..> Ground : <<Uses Tag>>
LevelEditor ..> Block : <<Uses Tag>>
LevelEditor ..> SmallObstacle : <<Uses Tag>>
LevelEditor ..> Spike : <<Uses Tag>>
LevelEditor ..> Portal : <<Uses Tag>>
LevelEditor ..> Bonus : <<Uses Tag>>
LevelsLoader ..> WinnerWall : <<Uses Prefab>>
@enduml

View File

@ -5,107 +5,581 @@ skinparam classAttributeIconSize 0
skinparam classFontStyle Bold
hide enum methods
class GameManager {
- score: int
- isPaused: Boolean
+ StartGame()
+ RestartLevel()
+ PauseGame()
+ ResumeGame()
+ UpdateScore(points: int)
package UnityEngine {
class GameObject {
}
class MonoBehaviour {
}
class Rigidbody2D {
}
class Transform {
}
class ParticleSystem {
}
class SpriteRenderer {
}
class Collider2D {
}
class Collision2D {
}
class Vector3 {
}
class Vector2 {
}
class Quaternion {
}
class Mathf {
{method} + Lerp(...) {static}
{method} + Round(...) {static}
{method} + Clamp(...) {static}
{method} + Sin(...) {static}
{method} + Abs(...) {static}
{method} + DeltaAngle(...) {static}
{method} + MoveTowardsAngle(...) {static}
{method} + RoundToInt(...) {static}
}
class Time {
{method} + deltaTime: float {static} {readOnly}
{method} + timeScale: float {static}
}
class Input {
{method} + GetKey(...) {static}
{method} + GetKeyDown(...) {static}
{method} + GetMouseButtonDown(...) {static}
{method} + GetMouseButtonUp(...) {static}
{method} + GetAxis(...) {static}
}
class Camera {
{method} + main: Camera {static} {readOnly}
{method} + ScreenToWorldPoint(...)
}
class Physics2D {
{method} + OverlapBoxAll(...) {static}
{method} + RaycastAll(...) {static}
{method} + OverlapPoint(...) {static}
{method} + OverlapAreaAll(...) {static}
}
class Resources {
{method} + Load<T>(...) {static}
{method} + LoadAll<T>(...) {static}
}
class PlayerPrefs {
{method} + GetFloat(...) {static}
{method} + SetFloat(...) {static}
{method} + HasKey(...) {static}
}
class AudioSource {
{method} + volume: float
{method} + clip: AudioClip
{method} + Play()
{method} + Pause()
}
class AudioClip {
}
class Slider {
}
class Button {
}
class Image {
}
class RectTransform {
}
class Bounds {
}
class Debug {
{method} + Log(...) {static}
{method} + LogWarning(...) {static}
{method} + LogError(...) {static}
}
class Application {
{method} + persistentDataPath: string {static} {readOnly}
{method} + dataPath: string {static} {readOnly}
{method} + Quit() {static}
}
class Canvas {
{method} + ForceUpdateCanvases() {static}
}
class UnityEngine.Object {
{method} + FindAnyObjectByType<T>(...) {static}
}
class Renderer {
}
}
package UnityEngine.SceneManagement {
class SceneManager {
{method} + LoadScene(...) {static}
{method} + LoadSceneAsync(...) {static}
{method} + GetActiveScene(...) {static}
}
}
package UnityEngine.UI {
class Text {
}
}
package TMPro {
class TMP_Text {
}
}
package System {
package IO {
class Path {
{method} + Combine(...) {static}
{method} + GetFileNameWithoutExtension(...) {static}
}
class File {
{method} + Exists(...) {static}
{method} + ReadAllText(...) {static}
{method} + WriteAllText(...) {static}
{method} + Copy(...) {static}
{method} + GetExtension(...) {static}
{method} + GetFileName(...) {static}
{method} + GetFileNameWithoutExtension(...) {static}
}
class Directory {
{method} + Exists(...) {static}
{method} + CreateDirectory(...) {static}
}
}
package Collections {
class IEnumerator {
}
package Generic {
class List<T> {
}
}
}
}
package SimpleFileBrowser {
class FileBrowser {
{method} + WaitForLoadDialog(...) {static}
{method} + WaitForSaveDialog(...) {static}
{method} + Success: bool {static} {readOnly}
{method} + Result: string[*] {static} {readOnly}
{method} + PickMode: enumeration {static} {readOnly}
}
}
class PlayerCamera {
{field} + playerObject: UnityEngine.GameObject
{field} + normalMinYFollow: float
{field} + shipMinYFollow: float
{field} + smoothSpeed: float
{field} - initialY: float
{field} + isPlaying: bool
{method} - Start()
{method} - Update()
}
PlayerCamera --|> UnityEngine.MonoBehaviour
PlayerCamera --> UnityEngine.GameObject : <<References>>
PlayerCamera ..> UnityEngine.Mathf : <<Uses>>
PlayerCamera ..> UnityEngine.Time : <<Uses>>
PlayerCamera ..> Player : <<Uses>>
PlayerCamera ..> ShipGameMode : <<Uses>>
PlayerCamera ..> UnityEngine.Transform : <<Uses>>
PlayerCamera ..> UnityEngine.Vector3 : <<Uses>>
class Player {
{field} + RigidBody: UnityEngine.Rigidbody2D {get} {private set}
{field} + Transform: UnityEngine.Transform {get} {private set}
{field} + Particle: UnityEngine.ParticleSystem {get} {private set}
{field} + LevelsLoader: LevelsLoader {get} {set}
{field} + SpriteRenderer: UnityEngine.SpriteRenderer {get} {private set}
{field} + IsColliding: bool {get} {set}
{field} + HasStarted: bool {get} {set}
{field} + CanJump: bool {get} {set}
{field} + CurrentGameMode: IGameMode {get} {set}
{field} + SpeedMultiplier: float
{method} + Awake()
{method} + Start()
{method} + Update()
{method} + OnCollisionEnter2D(collision: UnityEngine.Collision2D)
{method} + OnCollisionExit2D(collision: UnityEngine.Collision2D)
{method} + OnTriggerEnter2D(collision: UnityEngine.Collider2D)
{method} + ChangeGameMode(newMode: IGameMode)
}
Player --|> UnityEngine.MonoBehaviour
Player *--> UnityEngine.Rigidbody2D : <<Owns>>
Player *--> UnityEngine.Transform : <<Owns>>
Player *--> UnityEngine.ParticleSystem : <<Owns>>
Player o--> LevelsLoader : <<References>>
Player *--> UnityEngine.SpriteRenderer : <<Owns>>
Player o--> IGameMode : <<Has>>
Player ..> UnityEngine.Resources : <<Uses>>
Player ..> UnityEngine.Debug : <<Uses>>
Player ..> ShipPortal : <<Uses>>
Player ..> CubePortal : <<Uses>>
Player ..> BonusBoostSpeed : <<Uses>>
Player ..> BonusSlowSpeed : <<Uses>>
Player ..> NormalGameMode : <<Uses>>
Player ..> UnityEngine.Collision2D : <<Uses>>
Player ..> UnityEngine.Collider2D : <<Uses>>
class PauseMenu {
{field} + pauseMenu: UnityEngine.GameObject
{field} + pauseButton: UnityEngine.GameObject
{field} + levelLoader: LevelLoader
{field} + volumeSlider: UnityEngine.UI.Slider
{method} + Start()
{method} + ChangeVolume()
{method} + Pause()
{method} + Home()
{method} + Resume()
}
PauseMenu --|> UnityEngine.MonoBehaviour
PauseMenu --> UnityEngine.GameObject : <<References>>
PauseMenu --> LevelLoader : <<References>>
PauseMenu --> UnityEngine.UI.Slider : <<References>>
PauseMenu ..> UnityEngine.PlayerPrefs : <<Uses>>
PauseMenu ..> UnityEngine.Time : <<Uses>>
PauseMenu ..> UnityEngine.SceneManagement.SceneManager : <<Uses>>
class MainMenu {
{method} + LaunchGame()
{method} + OpenImport()
{method} + QuitGame()
{method} + LevelEditor()
{method} + EditorChoice()
{method} + CreateLevel()
}
MainMenu --|> UnityEngine.MonoBehaviour
MainMenu ..> UnityEngine.SceneManagement.SceneManager : <<Uses>>
MainMenu ..> UnityEngine.Application : <<Uses>>
class LevelStat {
{field} + JsonName: string {get} {set}
{field} + totalJumps: Integer
{field} + totalAttempts: Integer
{field} + progressionPercent: Integer
{method} + {static} CreateFromJSON(jsonString: string): LevelStat
}
LevelStat ..> UnityEngine.JsonUtility : <<Uses>>
class LevelsLoader {
{field} + levels: System.Collections.Generic.List<Level>
{field} + levelCurrent: Level
{method} - Start()
{method} - LoadAllLevels()
{method} - SaveLevelCurrent()
{method} + NextLevel()
{method} + PreviousLevel()
{method} + IncreaseTotalJumps()
{method} + IncreaseTotalAttempts()
{method} + CalculateCurrentProgressionPercent(playerPosition: UnityEngine.Vector3): Integer
{method} + RefreshLevels()
}
LevelsLoader --|> UnityEngine.MonoBehaviour
LevelsLoader *--> Level : <<Owns>>
LevelsLoader ..> UnityEngine.TextAsset : <<Uses>>
LevelsLoader ..> UnityEngine.Resources : <<Uses>>
LevelsLoader ..> System.IO.Path : <<Uses>>
LevelsLoader ..> UnityEngine.Application : <<Uses>>
LevelsLoader ..> System.IO.File : <<Uses>>
LevelsLoader ..> UnityEngine.JsonUtility : <<Uses>>
LevelsLoader ..> LevelStat : <<Uses>>
LevelsLoader ..> UnityEngine.Vector3 : <<Uses>>
LevelsLoader ..> UnityEngine.Mathf : <<Uses>>
LevelsLoader ..> WinnerWall : <<Uses>>
LevelsLoader ..> UnityEngine.GameObject : <<Uses>>
LevelsLoader ..> UnityEngine.Renderer : <<Uses>>
LevelsLoader ..> System.Collections.Generic.List : <<Uses>>
class LevelLoader {
{field} + levelsLoader: LevelsLoader
{field} + audioSource: UnityEngine.AudioSource
{field} + progressionText: UnityEngine.UI.Text
{field} - groundY: float
{method} - GetPrefab(type: string): UnityEngine.GameObject
{method} - LoadAudio()
{method} - LoadElements()
{method} + Start()
{method} + Update()
}
LevelLoader --|> UnityEngine.MonoBehaviour
LevelLoader o--> LevelsLoader : <<References>>
LevelLoader *--> UnityEngine.AudioSource : <<Owns>>
LevelLoader --> UnityEngine.UI.Text : <<References>>
LevelLoader ..> System.IO.Path : <<Uses>>
LevelLoader ..> UnityEngine.Resources : <<Uses>>
LevelLoader ..> UnityEngine.PlayerPrefs : <<Uses>>
LevelLoader ..> UnityEngine.GameObject : <<Uses>>
LevelLoader ..> UnityEngine.Vector3 : <<Uses>>
LevelLoader ..> UnityEngine.Quaternion : <<Uses>>
LevelLoader ..> UnityEngine.Transform : <<Uses>>
LevelLoader ..> WinnerWall : <<Uses>>
LevelLoader ..> Level : <<Uses>>
LevelLoader ..> Ground : <<Uses>>
LevelLoader ..> UnityEngine.AudioClip : <<Uses>>
LevelLoader ..> UnityEngine.Renderer : <<Uses>>
class LevelEditor {
{field} - currentBlock: UnityEngine.GameObject
{field} - isPlacingBlock: bool
{field} - currentScale: UnityEngine.Vector3
{field} - scaleStep: float
{field} + blockGroupContainer: UnityEngine.Transform
{field} + buttonPrefabTemplate: UnityEngine.GameObject
{field} - currentPage: Integer
{field} - buttonsPerPage: Integer {constant}
{field} - blockPrefabs: System.Collections.Generic.List<UnityEngine.GameObject>
{field} - currentButtons: System.Collections.Generic.List<UnityEngine.GameObject>
{field} - resizingTarget: UnityEngine.GameObject
{field} - isResizing: bool
{field} - originalMousePos: UnityEngine.Vector3
{field} - originalScale: UnityEngine.Vector3
{field} - currentResizeAxis: ResizeAxis
{method} - Start()
{method} - LoadPrefabs()
{method} - GenerateButtons()
{method} - ClearCurrentButtons()
{method} + NextPage()
{method} + PreviousPage()
{method} - SelectPrefab(prefab: UnityEngine.GameObject)
{method} - Update()
{method} - PlaceBlock()
{method} - TrySnapToNearbyBlock()
{method} - InstantiateAndPrepare(prefab: UnityEngine.GameObject, scaleOverride: UnityEngine.Vector3?)
{method} - HandleBlockRotation()
}
LevelEditor --|> UnityEngine.MonoBehaviour
LevelEditor o--> blockGroupContainer : <<References>>
LevelEditor --> buttonPrefabTemplate : <<References>>
LevelEditor *--> blockPrefabs : <<Owns>>
LevelEditor *--> currentButtons : <<Owns>>
LevelEditor o--> currentBlock : <<References>>
LevelEditor o--> resizingTarget : <<References>>
LevelEditor ..> UnityEngine.GameObject : <<Uses>>
LevelEditor ..> UnityEngine.Vector3 : <<Uses>>
LevelEditor ..> UnityEngine.Mathf : <<Uses>>
LevelEditor ..> UnityEngine.Input : <<Uses>>
LevelEditor ..> UnityEngine.Camera : <<Uses>>
LevelEditor ..> UnityEngine.Physics2D : <<Uses>>
LevelEditor ..> UnityEngine.Collider2D : <<Uses>>
LevelEditor ..> UnityEngine.Bounds : <<Uses>>
LevelEditor ..> UnityEngine.SpriteRenderer : <<Uses>>
LevelEditor ..> UnityEngine.UI.Button : <<Uses>>
LevelEditor ..> UnityEngine.UI.Image : <<Uses>>
LevelEditor ..> UnityEngine.RectTransform : <<Uses>>
LevelEditor ..> UnityEngine.Debug : <<Uses>>
LevelEditor ..> System.Collections.Generic.List : <<Uses>>
LevelEditor ..> UnityEngine.Resources : <<Uses>>
LevelEditor ..> Player : <<Uses>> ' (via tags)
LevelEditor ..> Ground : <<Uses>> ' (via tags)
LevelEditor ..> Portal : <<Uses>> ' (via tags)
LevelEditor ..> SmallObstacle : <<Uses>> ' (via tags)
LevelEditor ..> Spike : <<Uses>> ' (via tags)
LevelEditor ..> Block : <<Uses>> ' (via tags)
LevelEditor ..> Bonus : <<Uses>> ' (via tags)
enum ResizeAxis <<enumeration>> {
None
Horizontal
Vertical
}
LevelEditor *--> ResizeAxis : <<Has>>
class LevelElement {
{field} + type: string
{field} + x: float
{field} + y: float
{field} + scaleX: float
{field} + scaleY: float
}
class Level {
- name: String
- musicName: String
+ StartLevel()
+ EndLevel()
+ CheckCompletion(): Boolean
{field} + {static} {readOnly} LAST_X: Integer = 15
{field} + JsonName: string {get} {set}
{field} + TotalJumps: Integer {get} {set}
{field} + TotalAttempts: Integer {get} {set}
{field} + ProgressionPercent: Integer {get} {set}
{field} + ProgressionPercentMax: Integer {get} {set}
{field} + name: string
{field} + musicName: string
{field} + order: Integer
{field} + elements: System.Collections.Generic.List<LevelElement>
{field} + LastX: float {get}
{method} + {static} CreateFromJSON(jsonString: string): Level
}
Level *--> LevelElement : <<Composed of>>
Level ..> UnityEngine.JsonUtility : <<Uses>>
Level ..> System.Collections.Generic.List : <<Uses>>
class JSONImporter {
{field} + statusText: TMPro.TMP_Text
{method} - Awake()
{method} - Start()
{method} + ImportJSON()
{method} - ShowFileBrowser(): System.Collections.IEnumerator
{method} - UpdateStatus(message: string, color: UnityEngine.Color)
}
JSONImporter --|> UnityEngine.MonoBehaviour
JSONImporter --> TMPro.TMP_Text : <<References>>
JSONImporter ..> System.Collections.IEnumerator : <<Uses>>
JSONImporter ..> SimpleFileBrowser.FileBrowser : <<Uses>>
JSONImporter ..> System.IO.Path : <<Uses>>
JSONImporter ..> System.IO.File : <<Uses>>
JSONImporter ..> UnityEngine.Color : <<Uses>>
JSONImporter ..> LevelsLoader : <<Uses>>
JSONImporter ..> UnityEngine.Object : <<Uses>>
JSONImporter ..> UnityEngine.Canvas : <<Uses>>
JSONImporter ..> UnityEngine.SceneManagement.SceneManager : <<Uses>>
class JSONExporter {
{field} + statusText: TMPro.TMP_Text
{field} - editor: LevelEditor
{field} - levelsFolder: string
{method} - Awake()
{method} - Start()
{method} + ExportJSON()
{method} - ShowSaveDialog(): System.Collections.IEnumerator
{method} - SetStatus(message: string, color: UnityEngine.Color)
}
JSONExporter --|> UnityEngine.MonoBehaviour
JSONExporter o--> LevelEditor : <<References>>
JSONExporter --> TMPro.TMP_Text : <<References>>
JSONExporter ..> System.Collections.IEnumerator : <<Uses>>
JSONExporter ..> System.Collections.Generic.List : <<Uses>>
JSONExporter ..> SimpleFileBrowser.FileBrowser : <<Uses>>
JSONExporter ..> System.IO.Path : <<Uses>>
JSONExporter ..> System.IO.File : <<Uses>>
JSONExporter ..> System.IO.Directory : <<Uses>>
JSONExporter ..> UnityEngine.Collider2D : <<Uses>>
JSONExporter ..> UnityEngine.Object : <<Uses>>
JSONExporter ..> UnityEngine.Vector3 : <<Uses>>
JSONExporter ..> UnityEngine.Mathf : <<Uses>>
JSONExporter ..> UnityEngine.JsonUtility : <<Uses>>
JSONExporter ..> UnityEngine.Color : <<Uses>>
JSONExporter ..> LevelsLoader : <<Uses>>
JSONExporter ..> UnityEngine.Canvas : <<Uses>>
class SerializableElement <<private>> {
{field} + type: string
{field} + x: float
{field} + y: float
{field} + scaleX: float
{field} + scaleY: float
}
JSONExporter ..> SerializableElement : <<Uses>>
class LevelData <<private>> {
{field} + name: string
{field} + musicName: string
{field} + order: Integer
{field} + elements: SerializableElement[*]
}
LevelData *--> SerializableElement : <<Composed of>>
JSONExporter ..> LevelData : <<Uses>>
interface IGameMode <<interface>> {
{method} + Update(player: Player) {abstract}
{method} + OnCollisionEnter(player: Player, collision: UnityEngine.Collision2D) {abstract}
{method} + OnCollisionExit(player: Player, collision: UnityEngine.Collision2D) {abstract}
}
abstract class LevelElement {
- x: Float
- y: Float
}
class ShipGameMode implements IGameMode {
{field} - HorizontalSpeed: float {constant}
{field} - JumpForce: float {constant}
{field} - JumpKey: UnityEngine.KeyCode {constant}
{field} - UpperAngle: float {constant}
{field} - LowerAngle: float {constant}
{field} - RotationTransitionDuration: float {constant}
abstract class Obstacle extends LevelElement {
+ TriggerEffect(player: Player)
{method} + Update(player: Player)
{method} - GetCurrentZAngle(player: Player): float
{method} - Jump(player: Player)
{method} + OnCollisionEnter(player: Player, collision: UnityEngine.Collision2D)
{method} + OnCollisionExit(player: Player, collision: UnityEngine.Collision2D)
}
ShipGameMode ..|> IGameMode
ShipGameMode ..> Player : <<Uses>>
ShipGameMode ..> UnityEngine.Vector2 : <<Uses>>
ShipGameMode ..> UnityEngine.Input : <<Uses>>
ShipGameMode ..> UnityEngine.KeyCode : <<Uses>>
ShipGameMode ..> UnityEngine.Mathf : <<Uses>>
ShipGameMode ..> UnityEngine.Time : <<Uses>>
ShipGameMode ..> UnityEngine.Quaternion : <<Uses>>
ShipGameMode ..> UnityEngine.SceneManagement.SceneManager : <<Uses>>
ShipGameMode ..> UnityEngine.Collision2D : <<Uses>>
ShipGameMode ..> LevelsLoader : <<Uses>>
class Platform extends LevelElement {
class NormalGameMode implements IGameMode {
{field} - HorizontalSpeed: float {constant}
{field} - JumpForce: float {constant}
{field} - JumpKey: UnityEngine.KeyCode {constant}
{field} - isRotating: bool
{field} - targetRotationAngle: float
{field} - rotationSpeed: float {readOnly}
{method} + Update(player: Player)
{method} - Jump(player: Player)
{method} - PerformRotation(player: Player)
{method} - IsJumping(player: Player): bool
{method} - AlignRotation(player: Player)
{method} - UpdateParticlePositionAndRotation(player: Player)
{method} + OnCollisionEnter(player: Player, collision: UnityEngine.Collision2D)
{method} + OnCollisionExit(player: Player, collision: UnityEngine.Collision2D)
}
NormalGameMode ..|> IGameMode
NormalGameMode ..> Player : <<Uses>>
NormalGameMode ..> UnityEngine.Vector2 : <<Uses>>
NormalGameMode ..> UnityEngine.Input : <<Uses>>
NormalGameMode ..> UnityEngine.KeyCode : <<Uses>>
NormalGameMode ..> UnityEngine.Mathf : <<Uses>>
NormalGameMode ..> UnityEngine.Time : <<Uses>>
NormalGameMode ..> UnityEngine.Quaternion : <<Uses>>
NormalGameMode ..> UnityEngine.SceneManagement.SceneManager : <<Uses>>
NormalGameMode ..> UnityEngine.Collision2D : <<Uses>>
NormalGameMode ..> LevelsLoader : <<Uses>>
NormalGameMode ..> UnityEngine.Vector3 : <<Uses>>
class Spike extends Obstacle {
+ TriggerEffect(player: Player)
}
class Portal extends LevelElement {
- destination: Vector2
- type: PortalType
+ Teleport(player: Player)
}
' Tags
class ShipPortal { }
class CubePortal { }
class BonusBoostSpeed { }
class BonusSlowSpeed { }
class Kill { }
class Win { }
class Ground { }
class WinnerWall { }
class Block { }
class SmallObstacle { }
class Spike { }
class Portal { }
class Bonus { }
enum PortalType {
Normal, Gravity, Speed
}
class Bumper extends LevelElement {
- bounceForce: Float
+ Bounce(player: Player)
}
class LevelEnd extends LevelElement {
+ TriggerEndGame()
}
class Collectible extends LevelElement {
- points: int
+ Collect(player: Player)
}
class Player {
- JUMP_FORCE: static const Float = 26.6581
- SPEED: static const Float = 8.6
- rigidBody: Rigidbody2D
- isColliding: Boolean
- isGrounded: Boolean
- gravityScale: Float
+ Jump()
+ IsJumping(): Boolean
+ OnCollisionEnter2D(collision: Collision2D)
+ OnCollisionExit2D(collision: Collision2D)
+ ChangeGravity()
+ Die()
+ Respawn()
+ CollectItem(item: Collectible)
}
class LevelLoader {
+ LoadLevel(jsonPath: String): Level
+ UnloadLevel(level: Level)
}
class LevelParser {
+ ParseJSON(jsonData: String): Level
}
class MusicManager {
- currentTrack: String
- volume: Float
+ PlayMusic(musicPath: String)
+ StopMusic()
+ SetVolume(level: Float)
}
GameManager *--> Level : <<Manages>>
GameManager --> LevelLoader : <<Uses>>
LevelLoader --> LevelParser : <<Uses>>
Level *--> LevelElement : <<Contains>>
GameManager *--> Player : <<Owns>>
GameManager --> MusicManager : <<Controls>>
Player --> LevelEnd : <<Triggers>>
Player --> Portal : <<Interacts>>
Player --> Collectible : <<Collects>>
Obstacle --> Player : <<Affects>>
Player ..> ShipPortal : <<Uses Tag>>
Player ..> CubePortal : <<Uses Tag>>
Player ..> BonusBoostSpeed : <<Uses Tag>>
Player ..> BonusSlowSpeed : <<Uses Tag>>
ShipGameMode ..> Kill : <<Uses Tag>>
ShipGameMode ..> Win : <<Uses Tag>>
ShipGameMode ..> Ground : <<Uses Tag>>
NormalGameMode ..> Kill : <<Uses Tag>>
NormalGameMode ..> Win : <<Uses Tag>>
LevelLoader ..> WinnerWall : <<Uses Prefab>>
LevelLoader ..> Ground : <<Uses Prefab>>
LevelEditor ..> Ground : <<Uses Tag>>
LevelEditor ..> Block : <<Uses Tag>>
LevelEditor ..> SmallObstacle : <<Uses Tag>>
LevelEditor ..> Spike : <<Uses Tag>>
LevelEditor ..> Portal : <<Uses Tag>>
LevelEditor ..> Bonus : <<Uses Tag>>
LevelsLoader ..> WinnerWall : <<Uses Prefab>>
@enduml

View File

@ -1,4 +1,4 @@
@startuml Geometry Dash - Diagramme d'etats du joueur
@startuml Geometry Dash - Diagramme d'états du joueur
start
@ -16,12 +16,6 @@ repeat
switch (Forme)
case (Forme fusée)
:Mode fusée;
case (Forme roue)
:Mode roue;
case (Forme sens inversé)
:Mode sens inversé;
case (Forme gravité inversée)
:Mode gravité inversée;
endswitch
if (Le joueur percute un obstacle ?) then (Oui)
:Le joueur meurt;
@ -38,8 +32,8 @@ repeat
:Le joueur meurt;
stop
endif
case (Annulation d'obstacle)
:Supprimer tous les obstacles;
case (Temps accéléré)
:Activer accélération du temps;
:Durée : 3 secondes;
endswitch
}

View File

@ -4,100 +4,64 @@ left to right direction
actor Joueur as Joueur
rectangle "Menu principal" {
usecase "Configurer les paramètres" as ConfigurerParametres
usecase "Accéder à la sélection des niveaux" as SelectionNiveau
usecase "Accéder à l'éditeur de cartes" as EditeurCartes
usecase "Consulter les statistiques" as ConsulterStats
usecase "Voir les trophées et récompenses" as VoirTrophees
usecase "Accéder à l'éditeur de niveau" as EditeurNiveau
usecase "Importer un niveau" as ImporterNiveau
usecase "Quitter le jeu" as QuitterJeu
}
rectangle "Sélection des niveaux" {
usecase "Parcourir les niveaux disponibles" as ParcourirNiveaux
usecase "Afficher les détails d'un niveau" as AfficherDetailsNiveau
usecase "Parcourir les niveaux disponibles (passer au niveau suivant ou précédent)" as ParcourirNiveaux
usecase "Afficher les statistiques d'un niveau (nombre d'essais, nombre de sauts et progression record)" as AfficherDetailsNiveau
usecase "Commencer un niveau" as CommencerNiveau
}
rectangle "Pendant un niveau" {
usecase "Sauter" as Sauter
usecase "Appuyer sur la barre d'espace" as Sauter
usecase "Voir la progression dans le niveau" as VoirProgression
usecase "Mettre le jeu en pause" as MettrePause
}
rectangle "Paramètres" {
usecase "Régler le volume du jeu" as ReglerVolume
usecase "Changer la musique de fond" as ChangerMusique
usecase "Lire les instructions d'aide" as LireAide
}
rectangle "Création de cartes" {
usecase "Créer une nouvelle carte" as CreerNouvelleCarte
usecase "Modifier une carte existante" as ModifierCarte
usecase "Tester une carte" as TesterCarte
usecase "Partager une carte" as PartagerCarte
usecase "Télécharger des cartes de la communauté" as TelechargerCartes
}
rectangle "Statistiques" {
usecase "Afficher les statistiques globales" as AfficherStatsGlobales
usecase "Afficher les statistiques de session" as AfficherStatsSession
}
rectangle "Trophées et récompenses" {
usecase "Voir les trophées débloqués" as VoirTropheesDebloques
usecase "Voir les pièces collectées" as VoirPieces
}
rectangle "Menu Pause" {
usecase "Continuer" as Continuer
usecase "Redémarrer la partie" as RedemarrerPartie
usecase "Retour à la sélection des maps" as RetourSelection
usecase "Revenir au menu principal" as RevenirMenuPrincipal
usecase "Régler le volume de la musique" as ReglerVolumeMusique
usecase "Voir le nombre d'essais, nombre de sauts et progression record" as StatistiquesNiveau
}
Joueur --> ConfigurerParametres : <<extends>>
Joueur --> SelectionNiveau : <<extends>>
Joueur --> EditeurCartes : <<extends>>
Joueur --> ConsulterStats : <<extends>>
Joueur --> VoirTrophees : <<extends>>
rectangle "Création de niveaux" {
usecase "Créer un nouveau niveau" as CreerNouveauNiveau
usecase "Modifier un niveau existante" as ModifierNiveau
usecase "Tester un niveau" as TesterNiveau
usecase "Exporter un niveau" as ExporterNiveau
}
SelectionNiveau --> ParcourirNiveaux : <<include>>
ParcourirNiveaux --> AfficherDetailsNiveau : <<extends>>
ParcourirNiveaux --> CommencerNiveau : <<extends>>
Joueur --> SelectionNiveau : <<extends>>
Joueur --> EditeurNiveau : <<extends>>
Joueur --> ImporterNiveau : <<extends>>
Joueur --> QuitterJeu : <<extends>>
SelectionNiveau --> AfficherDetailsNiveau : <<include>>
SelectionNiveau --> ParcourirNiveaux : <<extends>>
SelectionNiveau --> CommencerNiveau : <<extends>>
CommencerNiveau --> Sauter : <<extends>>
CommencerNiveau --> VoirProgression : <<include>>
CommencerNiveau --> MettrePause : <<extends>>
ConfigurerParametres --> ReglerVolume : <<extends>>
ConfigurerParametres --> ChangerMusique : <<extends>>
ConfigurerParametres --> LireAide : <<extends>>
EditeurCartes --> CreerNouvelleCarte : <<extends>>
EditeurCartes --> ModifierCarte : <<extends>>
EditeurCartes --> TelechargerCartes : <<extends>>
CreerNouvelleCarte --> TesterCarte : <<extends>>
ModifierCarte --> TesterCarte : <<extends>>
CreerNouvelleCarte --> PartagerCarte : <<extends>>
ModifierCarte --> PartagerCarte : <<extends>>
TesterCarte--> Sauter : <<extends>>
TesterCarte--> MettrePause : <<extends>>
ConsulterStats --> AfficherStatsGlobales : <<extends>>
ConsulterStats --> AfficherStatsSession : <<extends>>
VoirTrophees --> VoirTropheesDebloques : <<extends>>
VoirTrophees --> VoirPieces : <<extends>>
MettrePause --> Continuer : <<extends>>
MettrePause --> RedemarrerPartie : <<extends>>
MettrePause --> RetourSelection : <<extends>>
MettrePause --> RevenirMenuPrincipal : <<extends>>
MettrePause --> ReglerVolumeMusique : <<extends>>
MettrePause --> StatistiquesNiveau : <<include>>
RedemarrerPartie --> Sauter : <<extends>>
RedemarrerPartie --> MettrePause : <<extends>>
EditeurNiveau --> CreerNouveauNiveau : <<extends>>
EditeurNiveau --> ModifierNiveau : <<extends>>
Continuer --> Sauter : <<extends>>
Continuer --> MettrePause : <<extends>>
CreerNouveauNiveau --> TesterNiveau : <<extends>>
ModifierNiveau --> TesterNiveau : <<extends>>
RetourSelection --> ParcourirNiveaux : <<include>>
CreerNouveauNiveau --> ExporterNiveau : <<extends>>
ModifierNiveau --> ExporterNiveau : <<extends>>
@enduml

View File

@ -7,7 +7,7 @@ Les modélisations UML du projet sont générés à partir des fichiers `.puml`
- [Diagramme de classes](./UML/class-diagram.puml)
- [Diagramme d'activités](./UML/activity-diagram/activity-diagram.puml)
- [Diagramme de cas d'utilisation](./UML/use-case-diagram.puml)
- [Diagramme d'états](./UML/state-diagram/state-diagram.puml)
- [Diagramme d'états](./UML/state-diagram.puml)
## Diagramme de Gantt

View File

@ -35,3 +35,11 @@ cd cnam-geometry-dash
# Ouvrir le projet avec Unity Hub
```
## Screenshots
![Homepage](./Documentation/Screenshots/home-page.png)
![Gameplay](./Documentation/Screenshots/gameplay.png)
![Levels selection](./Documentation/Screenshots/levels-selection.png)