This commit is contained in:
Makussu 2024-06-10 13:56:10 +02:00
parent e2be0077d5
commit cb79616037
2 changed files with 829 additions and 0 deletions

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jdk21
gradle
jetbrains.idea-community
graphviz
];
};
}

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uml.puml Normal file
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@startuml
interface Drawable {
+ void draw()
}
class Cell {
~ float width
~ int x
~ Character character
+ boolean hasChar()
+ void draw()
}
class AuraBubble {
~ Fenster window
~ Random rand
~ boolean won
~ boolean nothing
~ boolean popped
~ float x
~ float extent
~ int color
~ void change_color()
+ void hit_check()
~ void run_out_check()
~ void shrink(float)
~ void reset()
~ void pop()
+ void bubble()
+ boolean draw()
}
class Player {
~ int health
~ int maxHealth
~ List<Skill> skills
~ Skill skill
+ void damage(int)
+ void heal(int)
- void level_sync()
+ void draw()
}
class ActiveMQBroker {
+ {static} void main(String[])
}
class Tiles {
~ Fenster window
~ Cell[][] tileMap
~ float tilewidth
~ Talkable old_dude
~ Talkable item
~ Random rand
~ Character spot
~ Character empty
~ Character tree
~ Character wall
~ int num_enemies
~ void settings()
+ void draw()
+ ArrayList<Cell> get(Character)
~ void enemy_death_check(Cell)
~ void spawn_zombie()
+ Character get(int,int)
+ Cell get_cell(int,int)
+ Character set(int,int,Character)
}
class FileHandleUtil {
- {static} FileHandleUtil INSTANCE
~ String FILE_PATH
+ {static} FileHandleUtil getInstance()
+ List<Score> readScores()
+ List<Score> readLatestScores()
+ void addScore(Score)
+ boolean deleteFile()
+ void createFile()
}
class Bubble {
~ Fenster window
~ List<String> text
~ boolean opened
~ int index
~ float real_x
+ void open()
+ void close()
+ boolean toggle()
+ boolean toggle_without_open()
+ void content(List<String>)
+ void draw(float,float,int)
}
interface Drawable {
+ void draw()
}
class Cell {
~ float width
~ int x
~ Character character
+ boolean hasChar()
+ void draw()
}
class Animation {
~ Fenster window
~ Character player
~ int frame_count
~ int numPoints
~ boolean animating
+ boolean animate(float,float,float,float)
}
class Position {
~ Fenster window
~ float x
~ int grid_x
+ PVector get()
+ PVector get_grid()
+ void set(float,float)
+ void set(PVector)
+ void set_on_grid(int,int)
+ void set_grid_x(int)
+ void set_grid_y(int)
+ void grid_x_change(int)
+ void grid_y_change(int)
+ void sync_grid()
}
class UI {
~ Fenster window
- void bottomBar(float,float)
+ void healthBar(float,float,int,int)
+ void exp(int,int,float,float)
+ void draw()
}
abstract class Fightable {
~ int experience
~ int level
~ float damage_mult
+ {abstract}void damage(int)
+ {abstract}void heal(int)
}
class FightScreen {
~ Fenster window
~ boolean isState
+ boolean active()
+ boolean draw()
+ void keyPressed()
+ void mousePressed()
}
class Enemy {
~ int health
~ int maxHealth
+ void damage(int)
+ void heal(int)
+ void draw()
+ void interact()
}
class Score {
- int rank
- PVector position
- int health
- LocalDateTime date
- int score
+ int getRank()
+ void setRank(int)
+ LocalDateTime getDate()
+ void setDate(LocalDateTime)
+ int getScore()
+ PVector getPosition()
+ int getHealth()
+ void setScore(int)
+ String toString()
+ {static} Score fromString(String)
}
class Enemy {
~ int health
~ int maxHealth
+ void damage(int)
+ void heal(int)
+ void draw()
+ void interact()
}
class Dialog {
~ Fenster window
~ Bubble bubbel
~ Talkable character
+ void interact()
}
class Skill {
~ Fenster window
~ Character user
~ Character target
~ {static} int power
~ int numPoints
~ boolean animating
+ void use(Fightable)
+ void animate()
+ boolean draw()
}
class AuraFight {
~ Player player
~ Enemy enemy
~ AuraBubble my_aura
~ float player_x
~ float player_y
~ float enemy_x
~ float enemy_y
~ boolean pos_set
~ Skill running_move
~ void drawPlayer()
~ void drawEnemy()
~ boolean getRandomBoolean()
+ void draw()
+ void hit_check()
}
class Score {
- int rank
- PVector position
- int health
- LocalDateTime date
- int score
+ int getRank()
+ void setRank(int)
+ LocalDateTime getDate()
+ void setDate(LocalDateTime)
+ int getScore()
+ PVector getPosition()
+ int getHealth()
+ void setScore(int)
+ String toString()
+ {static} Score fromString(String)
}
class Tiles {
~ Fenster window
~ Cell[][] tileMap
~ float tilewidth
~ Talkable old_dude
~ Random rand
~ Character spot
~ Character empty
~ Character tree
~ Character wall
~ int num_enemies
~ void settings()
+ void draw()
+ ArrayList<Cell> get(Character)
~ void enemy_death_check(Cell)
~ void spawn_zombie()
+ Character get(int,int)
+ Cell get_cell(int,int)
+ Character set(int,int,Character)
}
class AniShrink {
~ int numPoints
~ boolean playing
+ boolean animate(int,int)
- int shrink(int,int)
}
class DeathScreen {
~ Fenster window
~ int all_gamma
~ int rect_gamma
~ boolean all_fade
~ boolean isState
+ boolean active()
~ void restart_text()
~ void restart_rect()
+ boolean draw()
+ void mousePressed()
}
interface Interactable {
+ void interact()
}
class Fight {
~ Player player
~ Enemy enemy
~ float player_x
~ float player_y
~ float enemy_x
~ float enemy_y
~ boolean pos_set
~ Skill running_move
~ void drawPlayer()
~ void drawEnemy()
+ void attack()
+ void draw()
}
class Main {
+ {static} void main(String[])
}
class UI {
~ Fenster window
- void bottomBar(float,float)
+ void healthBar(float,float,int,int)
+ void exp(int)
+ void draw()
}
class GameScreen {
~ Fenster window
~ boolean isState
~ Tiles tiles
~ Player player
~ UI ui
~ char up
~ char left
~ char down
~ char right
~ Character old_player_cell
~ int old_player_x
~ int old_player_y
+ boolean active()
+ boolean draw()
+ void keyPressed()
}
class Tritt {
~ boolean animating
~ Animation animation
+ void use(Fightable)
+ void animate()
+ boolean draw()
}
class Position {
~ Fenster window
~ float x
~ int grid_x
+ PVector get()
+ PVector get_grid()
+ void set(float,float)
+ void set(PVector)
+ void set_on_grid(int,int)
+ void set_grid_x(int)
+ void set_grid_y(int)
+ void grid_x_change(int)
+ void grid_y_change(int)
+ void sync_grid()
}
class AuraFight {
~ Player player
~ Enemy enemy
~ AuraBubble my_aura
~ float player_x
~ float player_y
~ float enemy_x
~ float enemy_y
~ boolean pos_set
~ Skill running_move
~ void drawPlayer()
~ void drawEnemy()
~ boolean getRandomBoolean()
+ void draw()
+ void hit_check()
}
class Talkable {
~ Bubble bubble
+ void interact()
+ void draw()
}
class StartScreen {
~ Fenster window
~ boolean isState
~ Bubble startingDialog
~ AniShrink startingAnimation
+ boolean active()
+ void setup()
+ boolean draw()
+ void keyPressed()
}
interface State {
~ {static} Fenster window
~ {static} boolean isState
+ boolean active()
+ boolean draw()
}
class DeathScreen {
~ Fenster window
~ int all_gamma
~ int rect_gamma
~ boolean all_fade
~ boolean isState
+ boolean active()
~ void restart_text()
~ void restart_rect()
+ boolean draw()
+ void mousePressed()
}
class AniMove {
+ boolean animate(float,float,float,float)
+ PVector move(float,float,float,float)
}
class AniShrink {
~ int numPoints
~ boolean playing
+ boolean animate(int,int)
- int shrink(int,int)
}
class Skill {
~ Fenster window
~ Fightable user
~ Fightable target
~ {static} int power
~ int numPoints
~ boolean animating
+ void use(Fightable)
+ void animate()
+ boolean draw()
}
class Dialog {
~ Fenster window
~ Bubble bubbel
~ Talkable character
+ void interact()
}
class AniMove {
+ boolean animate(float,float,float,float)
+ PVector move(float,float,float,float)
}
class Animation {
~ Fenster window
~ Character player
~ int frame_count
~ int numPoints
~ boolean animating
+ boolean animate(float,float,float,float)
}
interface Health {
+ void damage(int)
+ void heal(int)
}
class Tritt {
~ boolean animating
~ Animation animation
+ void use(Fightable)
+ void animate()
+ boolean draw()
}
class StartScreen {
~ Fenster window
~ boolean isState
~ Bubble startingDialog
~ AniShrink startingAnimation
+ boolean active()
+ void setup()
+ boolean draw()
+ void keyPressed()
}
class AuraBubble {
~ Fenster window
~ Random rand
~ boolean won
~ boolean nothing
~ boolean popped
~ float x
~ float extent
~ int color
~ void change_color()
+ void hit_check()
~ void run_out_check()
~ void shrink(float)
~ void reset()
~ void pop()
+ void bubble()
+ boolean draw()
}
class Player {
~ int health
~ int maxHealth
~ List<Skill> skills
~ Skill skill
+ void damage(int)
+ void heal(int)
}
abstract class Fightable {
+ {abstract}void damage(int)
+ {abstract}void heal(int)
}
class Main {
+ {static} void main(String[])
}
class AuraFail {
~ void change_color()
~ void run_out_check()
+ void hit_check()
}
class AuraFail {
~ void change_color()
~ void run_out_check()
+ void hit_check()
}
class Bubble {
~ Fenster window
~ List<String> text
~ boolean opened
~ int index
~ float real_x
+ void open()
+ void close()
+ boolean toggle()
+ boolean toggle_without_open()
+ void content(List<String>)
+ void draw(float,float,int)
}
class Main {
+ {static} void main(String[])
}
class Talkable {
~ Bubble bubble
~ boolean healme
+ void interact()
+ void draw()
}
class FileHandleUtil {
- {static} FileHandleUtil INSTANCE
~ String FILE_PATH
+ {static} FileHandleUtil getInstance()
+ List<Score> readScores()
+ List<Score> readLatestScores()
+ void addScore(Score)
+ boolean deleteFile()
+ void createFile()
}
class Fenster {
~ Score save
~ FileHandleUtil savefile
~ Player player
~ Tiles tiles
~ int translate_x
~ int translate_y
~ float tilewidth
~ StartScreen startScreen
~ GameScreen gameScreen
~ FightScreen fightScreen
~ DeathScreen deathScreen
~ SoundFile soundTrack
~ SoundFile confirm
~ SoundFile enemyDamage
~ SoundFile playerDamage
~ SoundFile healEffect
~ SoundFile shrinkEffect
~ SoundFile noHit
~ SoundFile deathSound
~ SoundFile restart
~ boolean gametitel
~ Fight myfight
~ AuraFight auraFight
~ int gametitel_gamma
~ boolean gametitel_fade
~ UI ui
+ {static} void main(String[])
+ void settings()
+ void setup()
+ void draw()
+ void keyPressed(processing.event.KeyEvent)
+ void mousePressed()
~ void setupPlayer()
~ void closeGame()
~ void classSetup()
~ void classSetupWithSave()
+ void dead()
+ void reset()
}
interface State {
~ {static} Fenster window
~ {static} boolean isState
+ boolean active()
+ boolean draw()
}
class Character {
~ Fenster window
~ String type
~ int color
~ boolean collidable
~ Position pos
~ int experience
~ int level
~ float damage_mult
~ int textsize
+ void draw()
}
class GameScreen {
~ Fenster window
~ boolean isState
~ Tiles tiles
~ Player player
~ UI ui
~ char up
~ char left
~ char down
~ char right
~ Character old_player_cell
~ int old_player_x
~ int old_player_y
+ boolean active()
+ boolean draw()
+ void keyPressed()
}
interface Interactable {
+ void interact()
}
interface Health {
+ void damage(int)
+ void heal(int)
}
class Fight {
~ Player player
~ Enemy enemy
~ float player_x
~ float player_y
~ float enemy_x
~ float enemy_y
~ boolean pos_set
~ Skill running_move
~ void drawPlayer()
~ void drawEnemy()
+ void attack()
+ void draw()
}
class FightScreen {
~ Fenster window
~ boolean isState
+ boolean active()
+ boolean draw()
+ void keyPressed()
+ void mousePressed()
}
class Character {
~ Fenster window
~ String type
~ int color
~ boolean collidable
~ Position pos
~ int textsize
+ void draw()
}
class Fenster {
~ Score save
~ FileHandleUtil savefile
~ Player player
~ Tiles tiles
~ float tilewidth
~ StartScreen startScreen
~ GameScreen gameScreen
~ FightScreen fightScreen
~ DeathScreen deathScreen
~ SoundFile soundTrack
~ SoundFile confirm
~ SoundFile enemyDamage
~ SoundFile playerDamage
~ SoundFile healEffect
~ SoundFile shrinkEffect
~ SoundFile noHit
~ SoundFile deathSound
~ SoundFile restart
~ boolean gametitel
~ Fight myfight
~ AuraFight auraFight
~ int gametitel_gamma
~ boolean gametitel_fade
~ UI ui
+ {static} void main(String[])
+ void settings()
+ void setup()
+ void draw()
+ void keyPressed(processing.event.KeyEvent)
+ void mousePressed()
~ void setupPlayer()
~ void closeGame()
~ void classSetup()
+ void dead()
+ void reset()
}
Health <|.. Player
Fightable <|-- Player
Drawable <|.. Tiles
Character <|-- Fightable
State <|.. FightScreen
Health <|.. Enemy
Interactable <|.. Enemy
Fightable <|-- Enemy
Health <|.. Enemy
Interactable <|.. Enemy
Fightable <|-- Enemy
Interactable <|.. Dialog
Drawable <|.. AuraFight
Bubble <|-- AuraFight
Drawable <|.. Tiles
Animation <|-- AniShrink
State <|.. DeathScreen
Bubble <|-- Fight
State <|.. GameScreen
Skill <|-- Tritt
Drawable <|.. AuraFight
Bubble <|-- AuraFight
Interactable <|.. Talkable
Character <|-- Talkable
State <|.. StartScreen
State <|.. DeathScreen
Animation <|-- AniMove
Animation <|-- AniShrink
Interactable <|.. Dialog
Animation <|-- AniMove
Skill <|-- Tritt
State <|.. StartScreen
Health <|.. Player
Fightable <|-- Player
Character <|-- Fightable
AuraBubble <|-- AuraFail
AuraBubble <|-- AuraFail
Interactable <|.. Talkable
Character <|-- Talkable
processing.core.PApplet <|-- Fenster
Drawable <|.. Character
State <|.. GameScreen
Bubble <|-- Fight
State <|.. FightScreen
Drawable <|.. Character
processing.core.PApplet <|-- Fenster
@enduml