add javadocs to all classes

This commit is contained in:
Makussu 2024-06-08 00:39:15 +02:00
parent 8e294e75ac
commit 3a8a5deda7
22 changed files with 68 additions and 7 deletions

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@ -1,12 +1,12 @@
* Objektorientiertes Design
** DONE min. 10 Klassen
** TODO min. zwei Vererbungen mit einer Tiefe von drei
** DONE min. zwei Vererbungen mit einer Tiefe von drei
** DONE Anwendung von Polymorphie
** DONE Verwendung eines Interfaces
** TODO Anwendung eines Patterns (z.B. Singelton)
** DONE Anwendung eines Patterns (z.B. Singelton)
* Spielbarkeit
** DONE User Interaktion mit Maus oder Tastatur
** TODO Ziel und Verbesserungsmöglichkeit (z.B. durch Punkte)
** DONE Ziel und Verbesserungsmöglichkeit (z.B. durch Punkte)
** TODO Persistierung des Spielstandes (abspeichern)
* Dokumentation
** TODO Kurze Präsentation (10 min) im letzten Labortermin (eine pro Gruppe)

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@ -1,5 +1,8 @@
import processing.core.PVector;
/**
* An animation which moves an entity somewhere over an amount of frames
*/
public class AniMove extends Animation {
public AniMove(Fenster window, Character player) {
super(window, player);

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@ -1,3 +1,6 @@
/**
* An animation which shrinks a Character over an amount of frames.
*/
public class AniShrink extends Animation {
int numPoints = 50;
public AniShrink(Fenster window, Character player) {

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@ -1,5 +1,8 @@
import processing.core.PVector;
/**
* Shared code of the animations.
*/
public class Animation {
Fenster window;
Character player;

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@ -2,6 +2,9 @@ import processing.core.PVector;
import java.util.Random;
/**
* The Aura ball we can see and click in a fight.
*/
public class AuraBubble {
Fenster window;
Random rand = new Random();

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@ -1,5 +1,8 @@
import processing.core.PVector;
/**
* A Auraball that shauld not be clicked. If clicked it will damage the player through the AuraFight.
*/
public class AuraFail extends AuraBubble {
public AuraFail(Fenster window) {
super(window);

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@ -1,4 +1,7 @@
public class AuraFight extends Bubble{
/**
* This basically is the fightscene and logic which generates the aura balls.
*/
public class AuraFight extends Bubble implements Drawable {
Player player;
Enemy enemy;
AuraBubble my_aura = new AuraBubble(window);

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@ -1,3 +1,6 @@
/**
* The objects that can draw onto the window.
*/
public interface Drawable {
public void draw();
}

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@ -6,6 +6,9 @@ import java.util.ArrayList;
import java.util.Arrays;
/**
* The window which holds all game information and draws.
*/
public class Fenster extends PApplet {
Player player;

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@ -2,6 +2,10 @@ import processing.core.PApplet;
import java.util.List;
/**
* Unused old fighting logic. Replaced with AuraFight.
*/
public class Fight extends Bubble {
Player player;
Enemy enemy;

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@ -1,3 +1,6 @@
/**
* State which holds the fightscene
*/
public class FightScreen implements State {
Fenster window;
boolean isState = false;

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@ -1,3 +1,6 @@
/**
* Main game scene.
*/
public class GameScreen implements State {
Fenster window;
boolean isState = false;

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/**
* Interface for Character that have health.
*/
public interface Health {

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@ -1,5 +1,8 @@
import processing.core.PVector;
/**
* Class which holds a Characters position. It can translate and sync off and on-grid positions.
*/
public class Position {
Fenster window;
float x, y;

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@ -1,5 +1,8 @@
import java.io.*;
/**
* Class for the savefile
*/
public class Save {
private static Save INSTANCE;

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/**
* Currently unused Skill class which was the skeleton for Tritt. It could animate and calculate.
*/
public class Skill {
Fenster window;
Character user;

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@ -1,5 +1,8 @@
import java.util.Arrays;
/**
* State which holds the starting screen with animations.
*/
public class StartScreen implements State {
Fenster window;
boolean isState = false;

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@ -1,3 +1,6 @@
/**
* Interface that defines what a state should be able to do.
*/
public interface State {
Fenster window = null;

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@ -1,7 +1,7 @@
import processing.core.PApplet;
/**
* A Character we can talk to
* A Character we can talk to.
*/
public class Talkable extends Character implements Interactable{
Bubble bubble;

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@ -2,7 +2,10 @@ import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
public class Tiles {
/**
* This keeps and creates the tiles and information around them. Basically the level builder.
*/
public class Tiles implements Drawable {
Fenster window;
Cell[][] tileMap;
float tilewidth;
@ -54,7 +57,7 @@ public class Tiles {
/**
* This will draw all cells and also redraw all talkable cells, to the bubble is displayed on top.
*/
void draw() {
public void draw() {
for(int i = 0; i < tileMap.length; i++) {
for(int j = 0; j < tileMap[0].length; j++) {
tileMap[i][j].draw();

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@ -1,3 +1,6 @@
/**
* Unused Skill which did basic damage and showed a neat animation.
*/
public class Tritt extends Skill {
boolean animating = false;

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@ -1,6 +1,9 @@
import processing.core.PApplet;
import processing.core.PShape;
/**
* Class that draws our UI.
*/
public class UI {
Fenster window;