Design


Overview:

The GUI receives any keyboard & mouse events, and passes the valid/recognized events to the CharControl class, which then passes input to the PlayerChar class. Both PlayerChar and EnemyChar classes extend the CharObject class which has a number of methods for movement and positioning. If the player initiated an attack, the attack will be created and passed to the glass pane. Somewhere between the player action and prior to repainting, AI will decide what to do. I haven't yet decided where/when to do this yet, so it's not in the diagram. After that has taken place, the CharControl class will return the updated object positions & actions to the glass pane.


Questions, comments, suggestions? Anything I need to explain in more detail? Let me know.


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