Assignment title: Management
Tasks 1.There is currently no limitations on the player's movements. Players can move beyond the bounds of the visible play area. Enforce a rule that requires that player wrap around the boundaries of the play area i.e. if they move off the left side they reappear on the right, and vice versa. Similar boundaries must apply for the top and bottom of the screen. For those looking for google search terms, this is an example of a toroid wrapping since the play area is now effectively the surface of a torus. 2Add a shield power-up to the game. This must support the following steps: The power-up spawns at the top of the screen and drifts down. If it is collected by the player then the player is equipped with a shield otherwise the power-up is lost and another needs to spawn some time later. The shield must be represented visually around the player's ship and must decay as bullets strike it. When it is exhausted it must be removed. 3Scattershot power-up. This must support the following steps: The power-up spawns at the top of the screen and drifts down. If it is collected by the player then the player is equipped with a scattershot facility otherwise the power-up is lost and another needs to spawn some time later. The scattershot allow multiple bullets to be fired at once in a range of directions (not all straight ahead). The power-up is lost when the player is struck by an enemy bullet. 4. Time limit for game play. A timer needs to be created for the game and visually displayed counting down on the screen during play. When the timer reaches zero the game must come to an end. 5. Rocket flight. Change the actions for the player's ship so that it is controlled rocket style (as in the ship in the classic Asteroids game). Controls must be: thrust, rotate left and rotate right. The rocket must accelerate in the direction of travel when thrust is applied and coast at a constant velocity when thrust is not applied. You may make use of the physics facilities in the unreal engine, or develop an approximation yourself. 6. Enemy type. Create an additional class of enemy that moves in a funky fashion. You may interpret the requirement for funky as you like, but you must be able to justify it to your peers and your marker as being sufficiently interesting, original and challenging to be worth the points. 7. Asteroids. Create an additional enemy class which resemble the asteroids from the classic game of that name. This enemy must fragment into smaller chunks when struck by player bullets which then move off in different directions. Each fragment above a minimum size must also exhibit this same behaviour. Collisions between the asteroid fragments and the player's ship should have an effect. 8. Hazard area. Create a region in the play area (static or moving) wherein the player will lose health at a constant rate. This effect will only apply while the player's ship is in the region. Make sure that the region is clearly visible and that the player receives feedback alerting them to the danger while they are being affected. 9. Drop babies not bullets. Change the goal of the game so that the enemy ships drop valuable objects which need to be collected by the player. The player will need to take each one to deposit area to offload them before being able to collect more. Change the scoring to reflect the different goal of the game. 10.Damage. Modify the player's sprite to represent the amount of damage received. This feedback should involve modifications to the sprite's image, but full points will only be awarded for use of animated sequences or other special effects. Consider the use of a particle system for producing smoke.