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Copy pathUML harjoitus game.class.violet.html
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UML harjoitus game.class.violet.html
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<HTML>
<HEAD>
<META name="description"
content="Violet UML Editor cross format document" />
<META name="keywords" content="Violet, UML" />
<META charset="UTF-8" />
<SCRIPT type="text/javascript">
function switchVisibility() {
var obj = document.getElementById("content");
obj.style.display = (obj.style.display == "block") ? "none" : "block";
}
</SCRIPT>
</HEAD>
<BODY>
This file was generated with Violet UML Editor 2.1.0.
( <A href=# onclick="switchVisibility()">View Source</A> / <A href="http://sourceforge.net/projects/violet/files/violetumleditor/" target="_blank">Download Violet</A> )
<BR />
<BR />
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<red>255</red>
<green>255</green>
<blue>255</blue>
<alpha>255</alpha>
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<red>0</red>
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<alpha>255</alpha>
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<name id="9" justification="1" size="3" underlined="false">
<text>Main</text>
</name>
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<text>private static Random randomizer
private static int time
private static int state
private static Menu mainMenu
private static Menu mainMenuInGame
private static Menu options
private static GameState game
private static boolean gameInProgress</text>
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<text>RandomInt():int
getTime():float
main(String[] args):void
initMenu():void
updateOptionsMenuStrings():void
menu():void
init():void
gameLoop():void
render():void
cleanUp():void
updateMainMenuInGame():void
updateMainMenu():void
updateOptions():void</text>
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class KeyState
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private boolean stateChanged
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isPressed():boolean
update():void
press():void
release():void</text>
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<text>static private LinkedList<Integer> keys
static private TreeMap<Integer, KeyState> keystates</text>
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<text>static init():void
static update():void
static getKeyPressed(int key):boolean
static getKeyDown(int key):boolean
destroy():void</text>
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private ArrayList<String> valinnat
private float size
private boolean wait, visible</text>
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<text>setVisible(boolean visible):void
Menu(String otsikko)
loop():boolean
close():coid
addChoice(String valinta):void
moveUP():void
moveDOWN():void
chosenone():int
chosenlist():ArrayList
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Renderrable</text>
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<text>isVisible():boolean
getDepth():float
render():void</text>
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<text>private static ArrayList<GameObject> objects
private static ArrayList<Actors> actors
private static ArrayList<Attack> attacks
private static ArrayList<Event> events
private Player player
private Map map
private static Vector2f path
private GameManager manager
</text>
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<text>GameState()
static spawnPlayer(Vector2f pos):void
static addGameObject(GameObject object):void
static delGameObject(GameObject object):void
static addActor(Actors actor):void
static delActor(Actors actor):void
static addAttack(Attack attack):void
static delAttack(Attack attack):void
static addEvent(Event event):void
static delEvent(Event event):void
update():void
newGame():void
Private_
getRotFromVectors(Vector2f vec1, Vector2f vec2):float</text>
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<text>enum GamePhase
private Map map
private GamePhase phase
private int gameTimer
private int difficulty
private Vector2f playerSpawnPos
private Vector2f enemySpawnPos</text>
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<text>GameManager(Map map)
switchPhace(GamePhase p):void
spawnPlayer():void
spawnWalls():void
spawnEnemies():void
manage():void</text>
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<text>Map</text>
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<text>public static final int TileWall
public static final int TileFloor1
public static final int TileFloor2
public static final int TileFloor3
public static final int TileFloor4
public static final int TileFloorFirst
public static final int TileFloorCount
private static final int TileSize
private static ArrayList<Texture> textures
private ArrayList<ArrayList<Integer>> tileMap
private int width
private int height
private static boolean isDataLoaded</text>
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<text>getTileSize():int
static loadMapData():void
Map(int Width, int height)
setTile(int x, int y, int tileType):void
getTileCollision(Vector2f pos):boolean
getTileCollision(int x, int y):boolean
getWidth():int
getHeight():int
getTile(int x, int y):int</text>
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<text>PathFind</text>
</name>
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<text>private static LinkedList<Vector2f> points
private static boolean found</text>
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<text>static pathfindInMap(Vector2f pos1, Vector2f pos2, Map map): boolean
foundPath()_boolean
advance():boolean
getPoint():Vector2f</text>
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<name id="71" justification="1" size="3" underlined="false">
<text>PathFind
class IntPos</text>
</name>
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<text>int x
int y</text>
</attributes>
<methods id="73" justification="0" size="4" underlined="false">
<text>IntPos(int x, int y)
IntPos()
static dist(IntPos a, IntPos b):int</text>
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<name id="78" justification="1" size="3" underlined="false">
<text>PathFind
class PathCell</text>
</name>
<attributes id="79" justification="0" size="4" underlined="false">
<text>int lenght
boolean closed
boolean open
IntPos parent</text>
</attributes>
<methods id="80" justification="0" size="4" underlined="false">
<text></text>
</methods>
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<revision>1</revision>
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<text>PathFind
class PathCellGoalComparator</text>
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<text>IntPos goal
PathCell [] [] map</text>
</attributes>
<methods id="87" justification="0" size="4" underlined="false">
<text></text>
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<text>«interface»
1. Comparator
2. Comparable
java.util</text>
</name>
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<text>1, compare(IntPos t, IntPos t1):int
2. compareTo(IntPos t):int</text>
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<text>CollisionDetection</text>
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<text></text>
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<text>static & return CollisionDetectionResult____
-------------------------------------------------------------------
checkCircleCollision(Vector2f center1, float radius1, Vector2f center2, float radius 2)
checkCircleCollisionWithMap(Vector2f center, float radius, Map map)
check PointCollisionWithMap(Vector2f center, Map map)
circleBoxCollision(Vector2f center, float radius, Vector2f p1, Vector2f p2)
circleLineCollision(Vector2f center, float radius, Vector2f lineP1, Vector2f lineP2)
</text>
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<text>CollisionDetectionResult</text>
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<text>public boolean found
public Vector2f fix</text>
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<text></text>
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Attack</text>
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hit(boolean stop):float
update():void
move():void
kill():void</text>
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Event</text>
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getRadius():float
getDamage():float
getContagious():boolean</text>
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float radius
float damage
boolean contagious</text>
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setRadius(float radius):void
setDamage(float damage):void
setContagious(boolean contagious):void
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Equipment</text>
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Item</text>
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drop():float
drop(float amount):float
destroy():void
destroy(float amount):void</text>
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float amount</text>
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private Vector2f position, velocity
private float attackrange, height, DMG
private Event event
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setHeight(float height):void
setPos(Vector2f position):void
setVel(float attackspeed, float rotation):void
setDMG(float DMG):void
getName():String
getDMG():float
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private float DMG, attackrange, attackspeed, cone
private float reloadtime, ammunation, clipsize, speed
private float time
boolean equip</text>
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getName():String
getDMG():float
getAttackrange():float
getAttackspeed():float
getCone():float
getReloadtime():float
getAmmunation():float
getClipsize():float
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setName(String name):void
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setCone(float cone):void
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setAmmunation(float ammunation):void
setClipsize(float clipsize):void
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equip():void
unequip():void
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private float amount
private boolean equip</text>
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getAmount():float
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GameObject</text>
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getSize():Vector2f
getRotation():float
setPosition(Vector2f position):void
setSize(Vector2f size):void
setRotation(float rotation):void
update():void</text>
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float rotation, height
String Image
boolean Visible</text>
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getImage():String
setHeight(float height):void
setImage(String Image):void
setVisible(boolean Visible):void
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Actor</text>
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defend(Attack attack):float
defend(Usable usable):float
move():Vector2f
kill():void</text>
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private Vector2f barrel
private float rotation, height, friction, weight, HP
private String Image
private boolean visible
private Armor armor
private Weapon weapon</text>
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getWeapon():Weapon
setArmor(Armor armor):void
setWeapon(Weapon weapon):void
getHeight():float
getFriction():float
getWeight():float
getHP():float
getImage():String
setVelocity(Vector2f velocity):void
setVelocity(float speed, float rotation):void
addVelocity(Vector2f velocity):void
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setHeight(float height):void
setFriction(float friction):void
setWeight(float weight):void
setHP(flaot HP):void
setImage(String Image):void
setVisible(boolean visible):void
barrelpos():Vector2f
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class FBOTexPair</text>
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class ShockWaveData</text>
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public float size
public float maxSize
public float vel</text>
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class RenderableData</text>
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private static ArrayList<TextRendererFont> fontArray;
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private static HashSet<Renderable> menuRenderableList;
private static LinkedList<Renderable> toBeDeletedRenderables;
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final public static int IntermediateAlphaLayer
final public static int MenuLayer
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