mise a jours uml + javadoc + suppretion de code inutile

This commit is contained in:
marc barbier
2020-11-11 14:28:36 +01:00
parent 63cd40c3e6
commit 3606a9a564
15 changed files with 154 additions and 100 deletions
@@ -92,7 +92,7 @@ public abstract class Card {
* retourne la culeur de la carte
* la couleur s'affiche comme un filtre sur la carte
* /!\ attention a l'opacite /!\ le format n'est PAS rgba MAIS argb
* #AARRGGBB
* #AARRGGB //TODOB
* je recomander une opaciter en 44 et 70
* @return
*/
@@ -106,7 +106,6 @@ public abstract class Card {
* @return la description
*/
public abstract String getDescription();
//TODO
/**
@@ -11,7 +11,7 @@ import java.util.Stack;
public abstract class Deck {
public abstract Stack<Card> getCards();
public void suffle()
public void shuffle()
{
Collections.shuffle(getCards());
}
@@ -1,20 +0,0 @@
package com.iutlaval.myapplication.Game.Decks;
import android.content.Context;
import java.util.Objects;
public class DeckRegister {
public static Deck getClassFromName(String name, Context context)
{
//switch case non utilisable MAIS c'est pas important car c'ette foction n'est que pour
//HandActivity
if(name.equals("demo"))
{
return new DeckDemo(name,context);
}
return null;
}
}
@@ -3,7 +3,6 @@ package com.iutlaval.myapplication.Game;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Color;
import android.util.Log;
import android.view.MotionEvent;
@@ -11,17 +10,11 @@ import com.iutlaval.myapplication.Game.Cards.Card;
import com.iutlaval.myapplication.Game.Decks.Deck;
import com.iutlaval.myapplication.Game.Decks.DeckDemo;
import com.iutlaval.myapplication.GameActivity;
import com.iutlaval.myapplication.InvalidDataException;
import com.iutlaval.myapplication.R;
import com.iutlaval.myapplication.Video.Drawables.Drawable;
import com.iutlaval.myapplication.Video.Drawables.DrawableBitmap;
import com.iutlaval.myapplication.Video.Drawables.DrawableCard;
import com.iutlaval.myapplication.Video.Drawables.DrawableRectangle;
import com.iutlaval.myapplication.Video.Rectangle;
import com.iutlaval.myapplication.Video.Renderer;
import java.util.List;
public class GameLogicThread extends Thread{
private Context cont;
@@ -34,6 +27,8 @@ public class GameLogicThread extends Thread{
private Hand localPlayerHand;
private Board board;
private PlayableZonesHandler playableZonesHandler;
private DrawableCard currentlySelected = null;
private static final float SELECTING_OFFSET = 20F;
public GameLogicThread(GameActivity gameActivity, Renderer renderer)
{
@@ -43,7 +38,7 @@ public class GameLogicThread extends Thread{
this.renderer = renderer;
touch = new TouchHandler(renderer);
localPlayerDeck = new DeckDemo("local",cont);
localPlayerDeck.suffle();
localPlayerDeck.shuffle();
localPlayerHand = new Hand();
localPlayerHand.fillHand(localPlayerDeck);
this.gameActivity=gameActivity;
@@ -52,10 +47,6 @@ public class GameLogicThread extends Thread{
GameActivity.setGameEngine(this);
}
private float i=0;
private float increm = 1F;
@Override
public void run() {
//affichage de l'arriere plan
@@ -97,6 +88,7 @@ public class GameLogicThread extends Thread{
* /!\ renderer.updateFrame(); va forcer le system a redessiner l'afficher qui ensuite reappelera onFrameDoneRendering() ce qui peut causer si le updateFrame() n'est pas proteger
* une utilisation de la batterie massive
*/
//TODO : supprimer cette fonction si on a rien a en faire
public void onFrameDoneRendering()
{
}
@@ -109,11 +101,6 @@ public class GameLogicThread extends Thread{
return ready;
}
private DrawableCard currentlySelected = null;
private static final float SELECTING_OFFSET = 20F;
/**
* relais l'evenement directement au touch Handler
* @param event
@@ -154,7 +141,7 @@ public class GameLogicThread extends Thread{
currentlySelected.setCoordinates(currentlySelected.getX(),currentlySelected.getY() + SELECTING_OFFSET);
currentlySelected=null;
}
playableZonesHandler.HidePlayableZones(renderer);
playableZonesHandler.hidePlayableZones(renderer);
}else{
touch.onTouchEvent(event);
}
@@ -19,12 +19,13 @@ public class Hand {
public void pickCardFromDeck(Deck deck,int amount)
{
for(int i = 0 ; i < NUMBER_OF_CARDS_IN_STARTING_HAND;i++)
for(int i = 0 ; i < amount;i++)
{
hand.add(deck.getCards().pop());
}
}
//TODO check number of card in hand
public void fillHand(Deck deck)
{
pickCardFromDeck(deck,NUMBER_OF_CARDS_IN_STARTING_HAND);
@@ -25,6 +25,7 @@ public class PlayableZonesHandler {
this.board=board;
}
//TODO verifier si elle ne sont pas deja afficher
public void displayPlayableZones(Renderer renderer)
{
Card[] cardsOnBoard = board.getPlayerCardsOnBoard();
@@ -50,7 +51,7 @@ public class PlayableZonesHandler {
}
public void HidePlayableZones(Renderer renderer)
public void hidePlayableZones(Renderer renderer)
{
for(Drawable d : playableZones)
{