mirror of
https://github.com/inf112-v20/Fiasko.git
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134 lines
3.2 KiB
Plaintext
134 lines
3.2 KiB
Plaintext
Game
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- List<Player> or Map<PlayerId, Player>
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- Board
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- Deck<ICard>
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Deck
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- List<ICardWithoutSuit>
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- void shuffle() //Randomizes order of cards in deck
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- void draw(Deck other) //Draws one card from deck other. Returns false if the other deck is empty
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- void draw(Deck other, int n) //Draws n cards from deck other
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- void emptyInto(Deck other) //Moves all cards in deck to deck other
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- boolean isEmpty() //Checks whether there are any cards in the deck
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- int size() //Gets number of cards in deck
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- List<ICard> getCards() //Gets copy of cards in deck in correct order
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ICardWithoutSuit
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- S getValue() //Returns the value of the card
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- T getSymbol() //Returns the symbol/color of the card
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ICard extends ICardWithoutSuit
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- R getSuit() //Returns the suit of the card
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IGrid
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- K getElement(int x, int y)
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- setElement(int x, int y, K element)
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- int getHeight()
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- int getWidth()
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Board
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- Grid x2
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- List<Robot> deadRobots;
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- List<Robot> aliveRobots;
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- removeDeadRobotFromBoard(Robot robot);
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Position //Immutable
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int xCoordinate;
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int yCoordinate;
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int getXCoordinate()
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int getYCoordinate()
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Direction {
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NORTH (1),
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NORTH_EAST (2),
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EAST (3),
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SOUTH_EAST (4),
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SOUTH (5),
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SOUTH_WEST (6),
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WEST (7),
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NORTH_WEST (8);
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}
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TileType {
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TILE (1),
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HOLE (2),
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COGWHEEL_RIGHT (3),
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COGWHEEL_LEFT (4),
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TRANSPORT_BAND_SLOW (5),
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TRANSPORT_BAND_SLOW_RIGHT (6),
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TRANSPORT_BAND_SLOW_LEFT (7),
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TRANSPORT_BAND_SLOW_SIDE_ENTRANCES (8),
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TRANSPORT_BAND_SLOW_SIDE_ENTRANCE_LEFT (9),
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TRANSPORT_BAND_SLOW_SIDE_ENTRANCE_RIGHT (10),
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TRANSPORT_BAND_FAST (11),
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TRANSPORT_BAND_FAST_RIGHT (12),
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TRANSPORT_BAND_FAST_LEFT (13),
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TRANSPORT_BAND_FAST_SIDE_ENTRANCES (14),
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TRANSPORT_BAND_FAST_SIDE_ENTRANCE_LEFT (15),
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TRANSPORT_BAND_FAST_SIDE_ENTRANCE_RIGHT (16),
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FLAG_1 (17),
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FLAG_2 (18),
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FLAG_3 (19),
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FLAG_4 (20),
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WRENCH (21),
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WRENCH_AND_HAMMER (22),
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DEATH_TILE (23)
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}
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WallType {
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WALL_NORMAL (1),
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WALL_CORNER (2),
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WALL_LASER_SINGLE (3),
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WALL_LASER_DOUBLE (4);
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}
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Tile
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TileType type
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Direction direction
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FunctionalTile extends Tile
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doPhaseAction() //Information required has not been decided
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doRoundAction() //Information required has not been decided
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doStepOnAction() //Information required has not been decided. Not needed for all functional tiles
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Wall
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WallType type
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Direction direction
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Robot
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- int playerId
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- int currentDamage
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- boolean inPowerDown
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- int lastFlagVisited
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- Position backup
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- int getDamage()
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- setDamage(int damage)
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- Position getPosition()
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- setPosition(Position position)
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- setPowerDown(boolean value)
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- boolean isInPowerDown()
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BoardLoader
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- Board loadBoard(String boardFile)
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Player
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- Deck<ICard>
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- int playerId //Both ID and name?
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- string playerName
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- List<ICard> program
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- Robot robot //Might not be needed
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- boolean willTakePowerdownNextTurn
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- boolean isAlive()
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- boolean getName()
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- Robot getRobot() //Might not be needed
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- setPowerDownNextTurn(boolean willTakePowerdown)
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IO
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- Game
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- List<IDrawableElement> getElementsToRender()
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- ? HandleInput(?) ??? |