Legger til to nye java grensesnitt

Legger til IDrawableObject som beskriver et tegnbart objekt
Legger til IDrawableGame som beskriver et tegnbart spill
This commit is contained in:
Kristian Knarvik 2020-01-31 12:59:58 +01:00
parent 3e5626e955
commit 07e2c8e5a4
2 changed files with 82 additions and 0 deletions

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package inf112.skeleton.app;
import java.util.List;
/**
* This interface describes a game drawable using libgdx
*/
public interface IDrawableGame {
/**
* Gets a list of objects which are to be rendered
* @return A list of drawable objects in the order they are to be drawn
*/
List<IDrawableObject> objectsToRender();
}

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package inf112.skeleton.app;
import com.badlogic.gdx.graphics.Texture;
/**
* This interface describes an object drawable using libgdx
*/
public interface IDrawableObject {
/**
* Gets the texture to use for drawing the object
* @return The texture of the object
*/
Texture getTexture();
/**
* Gets the x position the object should be drawn on
*
* The x position should be in terms of the actual pixel position on the rendered game, not the position according
* to the game tile. E.g. (128,64) not (2,1).
*
* @return An x position libgdx
*/
int getXPosition();
/**
* Gets the y position the object should be drawn on
*
* The y position should be in terms of the actual pixel position on the rendered game, not the position according
* to the game tile. E.g. (128,64) not (2,1).
*
* @return An x position libgdx
*/
int getYPosition();
/**
* Gets the width of the object
* @return A positive integer
*/
int getWidth();
/**
* Gets the height of the object
* @return A positive integer
*/
int getHeight();
/**
* Gets the number of degrees to rotate the texture counterclockwise when rendering
* @return An integer
*/
int getRotation();
/**
* Whether to flip the texture on the x-axis when rendering
* @return True if the texture is to be flipped. False otherwise
*/
boolean flipX();
/**
* Whether to flip the texture on the y-axis when rendering
* @return True if the texture is to be flipped. False otherwise
*/
boolean flipY();
}