mise a jours uml + javadoc + suppretion de code inutile
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@@ -3,7 +3,6 @@ package com.iutlaval.myapplication.Game;
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import android.content.Context;
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import android.graphics.Bitmap;
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import android.graphics.BitmapFactory;
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import android.graphics.Color;
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import android.util.Log;
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import android.view.MotionEvent;
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@@ -11,17 +10,11 @@ import com.iutlaval.myapplication.Game.Cards.Card;
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import com.iutlaval.myapplication.Game.Decks.Deck;
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import com.iutlaval.myapplication.Game.Decks.DeckDemo;
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import com.iutlaval.myapplication.GameActivity;
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import com.iutlaval.myapplication.InvalidDataException;
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import com.iutlaval.myapplication.R;
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import com.iutlaval.myapplication.Video.Drawables.Drawable;
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import com.iutlaval.myapplication.Video.Drawables.DrawableBitmap;
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import com.iutlaval.myapplication.Video.Drawables.DrawableCard;
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import com.iutlaval.myapplication.Video.Drawables.DrawableRectangle;
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import com.iutlaval.myapplication.Video.Rectangle;
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import com.iutlaval.myapplication.Video.Renderer;
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import java.util.List;
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public class GameLogicThread extends Thread{
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private Context cont;
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@@ -34,6 +27,8 @@ public class GameLogicThread extends Thread{
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private Hand localPlayerHand;
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private Board board;
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private PlayableZonesHandler playableZonesHandler;
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private DrawableCard currentlySelected = null;
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private static final float SELECTING_OFFSET = 20F;
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public GameLogicThread(GameActivity gameActivity, Renderer renderer)
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{
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@@ -43,7 +38,7 @@ public class GameLogicThread extends Thread{
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this.renderer = renderer;
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touch = new TouchHandler(renderer);
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localPlayerDeck = new DeckDemo("local",cont);
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localPlayerDeck.suffle();
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localPlayerDeck.shuffle();
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localPlayerHand = new Hand();
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localPlayerHand.fillHand(localPlayerDeck);
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this.gameActivity=gameActivity;
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@@ -52,10 +47,6 @@ public class GameLogicThread extends Thread{
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GameActivity.setGameEngine(this);
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}
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private float i=0;
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private float increm = 1F;
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@Override
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public void run() {
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//affichage de l'arriere plan
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@@ -97,6 +88,7 @@ public class GameLogicThread extends Thread{
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* /!\ 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
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* une utilisation de la batterie massive
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*/
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//TODO : supprimer cette fonction si on a rien a en faire
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public void onFrameDoneRendering()
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{
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}
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@@ -109,11 +101,6 @@ public class GameLogicThread extends Thread{
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return ready;
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}
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private DrawableCard currentlySelected = null;
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private static final float SELECTING_OFFSET = 20F;
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/**
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* relais l'evenement directement au touch Handler
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* @param event
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@@ -154,7 +141,7 @@ public class GameLogicThread extends Thread{
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currentlySelected.setCoordinates(currentlySelected.getX(),currentlySelected.getY() + SELECTING_OFFSET);
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currentlySelected=null;
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}
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playableZonesHandler.HidePlayableZones(renderer);
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playableZonesHandler.hidePlayableZones(renderer);
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}else{
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touch.onTouchEvent(event);
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}
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