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Louis MALTERRE authored
j'ai fait qq modifs sur certains attributs, notamment passer l'attribut hitbox en attribut de la classe Entity car chaque Entity a une hitbox. j'ai laisse en comm l'ancienne version du deplacement dans jeu si jamais LM
Louis MALTERRE authoredj'ai fait qq modifs sur certains attributs, notamment passer l'attribut hitbox en attribut de la classe Entity car chaque Entity a une hitbox. j'ai laisse en comm l'ancienne version du deplacement dans jeu si jamais LM
PlanUML.puml 2.69 KiB
@startuml
title Diagramme UML des Cyberpac 2077
java.awt.event.KeyListener <|-- engine.GameController
engine.GameController <|.. jeu.Controller
engine.Game <|.. jeu.Jeu
javax.swing.JPanel <|-- engine.DrawingPanel
engine.GameController <|-- engine.GameEngineGraphical
engine.Game <|-- engine.GameEngineGraphical
engine.GamePainter <|-- engine.GameEngineGraphical
engine.GraphicalInterface <|-- engine.GameEngineGraphical
engine.DrawingPanel <|-- engine.GraphicalInterface
engine.GamePainter <|-- engine.DrawingPanel
environment.Coordonnees <|-- entity.Entity
entity.Character <|-- environment.Physique
interface engine.GameController {
+ Cmd getCommand()
}
class engine.GraphicalInterface {
- DrawingPanel panel
+ <<Create>> GraphicalInterface(GamePainter,GameController)
+ void paint()
}
class engine.DrawingPanel {
- {static} long serialVersionUID
- GamePainter painter
- BufferedImage nextImage
- BufferedImage currentImage
- int width
+ <<Create>> DrawingPanel(GamePainter)
+ void drawGame()
+ void paint(Graphics)
}
class start.Main {
+ {static} void main(String[])
}
interface engine.GamePainter {
+ {abstract}void draw(BufferedImage)
+ {abstract}int getWidth()
+ {abstract}int getHeight()
}
interface engine.Game {
+ void evolve(Cmd)
+ boolean isFinished()
}
class engine.GameEngineGraphical {
- Game game
- GamePainter gamePainter
- GameController gameController
- GraphicalInterface gui
+ <<Create>> GameEngineGraphical(Game,GamePainter,GameController)
+ void run()
}
class entity.Character {
- masse
- impulsionSaut
- tableCommand
+ void deplacements()
+ void resetCommand()
+ void getGameCommand()
+ void attaque()
+ void evolveCharacter()
}
class entity.Monster{
+ Coordonnees positions
+ void deplacements()
+ void attaque()
+ int vmax
}
abstract class entity.Entity{
+ void deplacements()
+ void attaque()
}
entity.Entity <|.. entity.Character
entity.Entity <|.. entity.Monster
class environment.Object {
}
class environment.Obstacle{
- HashMap<String, Coordonnees> extremites
- int static defaultUnit
}
class environment.Coordonnees{
- int x
- int z
+ {static} int distance(Object,Object)
+ double getX()
+ double getZ()
}
class jeu.Painter{
# {static} int WIDTH
# {static} int HEIGHT
+ <<Create>> Painter()
+ void draw(BufferedImage)
- void drawCharacter(Graphics2D)
- void drawSol(Graphics2D)
- void drawObstacle(Graphics2D)
+ int getWidth()
+ int getHeight()
}
class jeu.Controller {
- boolean isRightPressed, isLeftPressed, isSpacePressed
+ <<Create>> Controller()
+ HashMap<String,Boolean> getCommand()
+ void keyPressed(KeyEvent)
+ void keyReleased(KeyEvent)
+ void keyTyped(KeyEvent)
}
class jeu.Jeu{
+ <<Create>> Jeu(String)
+ void evolve(Cmd)
+ boolean isFinished()
}
class environment.Physique{
- double g
}
@enduml