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Constructor game resize lot
Constructor game resize lot













constructor game resize lot

Methods can even be written in the superclass to check over lists in the subclass for purposes of, say, crafting. The superclass will need some general methods to allow this, but it is much easier that rewriting a bunch of similar methods using the specifics of the item. Even methods can be passed this way through a consumer object. All of the stats of this item are placed into the spaces of the superclass, “InventoryItem”. If you have a vague superclass that needs to be made into some very specific items, I have found it great to have a subclass pass the particulars of its item back to the superclass through the constructor of the superclass.Īs an example, if potions have very particular stats compared to other items, they can be made into a class with no constructors.

CONSTRUCTOR GAME RESIZE LOT CODE

On the same topic of reducing how many lines of code are needed would be modularization. In general, if you have to continuously take the same or very similar actions multiple times or for multiple objects, you probably want to think of a method you could call instead.

constructor game resize lot

All four of these methods have greatly reduced the number of lines required to get the same results since they needed to affect quite a lot of elements. The button methods make it easy to make changes to all buttons of a certain type, such as changing the font. Some important methods for reducing redundant code would be three methods for formatting 3 different button types and a method for making a “background” image stretch to fit the current size of the window. The next section details how I approached the task of needing many varied items, but avoided writing excessive lines of code. Lots of stuff must be initialized before we get to the body of the start method so that certain items can be affected by methods outside of the start method. I had the main class, MonsterHunter, implement Application to do this. This program is entirely experienced through a GUI made with JavaFX. jar file will be included at the bottom as well. If you want more info on those behind Monster Hunter, there will be credits at the bottom of this page. I created everything in it besides the music and the Monster Hunter concepts. Have you ever wanted to play Monster Hunter as a Turn-Based RPG that is close to how the main games work? Monster Hunter: Quest is the first game that I have coded, and it is heavily inspired by Monster Hunter Tri and Monster Hunter: World.















Constructor game resize lot