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Spencer Burd

Very Basic Question about classes

8 posts in this topic

I just need to know what classes i need for a 2D platformer other than these:

 

main

 

gravity

 

physics

 

player

 

entity

 

collision

 

Also, how do i set the dimensions for the game window on the desktop?

 

If you could include basic code for ones being added, that'd be great.

 

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Maybe you should get better at programming(a lot better) before start developing a game, which is a hard task.

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I think you need some fundamentals down about how GUI in Java work since you are asking about how 

to set up a game window.

 

if statements to test collision between objects

 

timer class for animation

 

image class to add image to instance of a class called Player and Monster

 

canvas class can serve as a buffer to draw objects on screen

 

bufferstrategy class is useful for double buffering to achieve smooth animation in your game

 

MouseListeners and KeyListeners class are useful for objects to be able to listen to what events they should listen for to interact with other objects in your game

 

just to name a few.

Edited by warnexus
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I am currently working on a similar project. Rather than having a special gravity class, implement it into the physics class and use this as a full motion system, e.g. with acceleration (the gravity, also includes things like friction, air resistance, etc.), velocity, and position. The way I'm implementing it is with vector math (which isn't a bad way to go, I think). 

 

Also, if you are unfamiliar with sub- and superclasses, you may be able to make a hierarchy for your entities, mobs, static objects, walls, etc. - because in truth, all of these things should have at least a few variables in common (x,y,sprite,motionsystem), and you can save yourself quite a bit of coding.

 

Have fun,

 

Selenaut

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Also, if you are unfamiliar with sub- and superclasses, you may be able to make a hierarchy for your entities, mobs, static objects, walls, etc. - because in truth, all of these things should have at least a few variables in common (x,y,sprite,motionsystem), and you can save yourself quite a bit of coding.

You can, but I'd like to rant for a moment about inheritance. It is one of the more abused features out there. Deep inheritance hierarchies lead to brittle design. I honestly feel the is-a/has-a test may mislead a lot of people. Look to favor composition over inheritance.
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I am going to go through your list in terms of concepts, not just classes. "Main"... okay, not worth mentioning much... hopefully you're already familiar with update loops and I guess that you are. "Physics", "Gravity", and "Collision" can be merged. Gravity and collision are just components of Physics. For a basic platformer, the entire game will follow one set of physics rules.

 

That leaves "Player" and "Entity". A Player could be considered a type of Entity, which are usually described to have a location, graphic to represent it (optional) and dimensions (also optional). You can derive other things from Entity, like enemies, other moving objects and walkable tiles.

 

Physics will act on most or all of these things. Player is an Entity that receives Input, which would be a different concept altogether. I actually think it's okay to inherit Entity here, because this can all be designed with just one level of inheritance.

Edited by CC Ricers
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