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Step 1
Updated:
9/29 - Organized Folders
- Create required class
- Creating test cases (Passage need clarification) (This one haven't finished)
10/3 - worked on dungeon class and ObjectDisplayGrid
- Created Parser file named (DungeonXMLHandler)
10/4 - worked on Displayable, Structure, Player, Monster, Creature, Player, Monster, Item, Scroll, Armor, Sword, Test
- will work a bit on Parser
10/7
- updated xmls
- Worked on filling out rest of classes from parserXML.pdf
Questions:
- Dungeon toString still hasn't done - Done?
- CreatureAction type handling?
- todo: Implement ItemAction Constructor
- Name in CreatureAction/their implementations?
Todo:
- Dungeon toString
- Parser
Stand alone classes:
Dungeon ObjectDisplayGrid
Hierarchy classes:
Displayable
/ / \ \
Structure Creature Item Magic
/ \ / \ / \ \
Room Passage Player Monster Scroll Armor Sword
Action
/ \
CreatureAction ItemAction
/ / / \ \ \ \ / \
Tel Rem You Up En Ch Dr BlessCurseOwner Hallucinate
Design update:
-> Singleton design pattern for Dungeon and ObjectDisplayGrid
-> ArrayList for room, creature, passage, item, PosX, PosY, CreatureAction, ItemAction
-> Action should be something similiar to Stragegy pattern, and be put in each creature
-> Players can only have armor and sword
-> Monster can have armor
Dungeon will have name, width, topHeight, gameHeight, bottomHeight
Rooms will have items, players or monsters
Item
Passage
Step 2
Goal:
display the dungeon and control player movement
-> treat asciipanel code as black box
->
Step 3
Goal:
Changed implementations
display playerHP, core on top Display (done)
display Pack: and info: on bottom Display (done)
? character display help message (done)
press H <next input character> display what the character will do
press E <next input character> if <next input char> is Y or y, then the game is ended (done)
Display item in the pack (done)
hit the monster and display creature action, if Hp is less than 0, end the game
pick up and drop the item