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Task: Implement the time increase component of the countdown Feature: Countdown Clock(#3)
Picking up a time buffer item should increase the remaining time for the game by a specific increment. If a player picks up a time buffer item and decides to use it, the time remaining should be increased.
@Connor-Ryan-1998 Hi, I am thinking --> import the ConsumableItemFactory class into countdownDisplay, call the getConsumableTimeIncrease method to get the time increase int, and increase the timeRemaining by that increment in countdownDisplay.
Or --> import countdownDisplay into ConsumableItemFactory, and call timeIncrease method of the countdownDisplay class in the ConsumableItemFactory on trigger of the player picking up the item.
Currently, is there an event trigger implemented for the player picking up an item; how do we know that the player has picked up an item?
@riotanabe Have a look over the commit I mentioned previously on your ticket. We don't want to trigger the time increase based on pick up. We add it to the inventory to be consumed when the player wants. This currently directly hits the entity for the count down and attempts to add 30 seconds to the timer
@Connor-Ryan-1998 sorry, what do you mean "directly hits the entity for the count down"?
Currently, the increaseTime method is not called anywhere so time is not added to the timer. Sorry if I am misunderstanding...
Description
Task: Implement the time increase component of the countdown
Feature: Countdown Clock(#3)
Picking up a time buffer item should increase the remaining time for the game by a specific increment. If a player picks up a time buffer item and decides to use it, the time remaining should be increased.
Dependencies
Completion Deadline: Sep. 12
Documentation
Member
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