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@startuml
skinparam linetype ortho
package utils {
class PathFinder {
static List<Vec2> findPath(Board, TileVec2, TileVec2)
}
class Matrix {
static int getWidth(...)
static int getHeight(...)
static boolean isShapeValid(...)
}
}
package viewer {
class Viewer {
Game
Stage
void main(String[])
void eventLoop(ApplicationContext)
void renderFrame(Graphics2D,ApplicationContext)
}
}
package context {
class Context {
Context(Stage,List<Event>,GraphicsContext)
final Stage
final List<Event>
final GraphicsContext
}
class GraphicsContext {
final Graphics2D
final ScreenInfo
paintCircle(Color, Vec2, float)
paintSquare(Color, Vec2, float, float)
}
class InputHandler {
private final ApplicationContext
InputHandler(ApplicationContext)
List<Event> getEvents()
}
class ScreenManager {
private final ApplicationContext
private final Graphics2D
ScreenManager(ApplicationContext,Graphics2D)
GraphicsContext clearScreen()
}
class Game {
final GameController
int index
final List<Board>
Game(GameController,List<Board>)
}
}
package event {
interface Event
interface InputEvent implements Event
interface GameEvent implements Event
class DropBombEvent implements InputEvent
class AddBombEvent implements InputEvent {
final TileVec2
AddBombEvent(TileVec2)
TileVec2 getTile()
}
class MoveRobotEvent implements InputEvent {
final TileVec2
MoveRobotEvent(TileVec2)
TileVec2 getTile()
}
class ConfirmEvent implements InputEvent
class ExplosionEvent implements GameEvent {
Block source
Body source
}
}
package board {
class Board {
Board(width, height)
BlockType getBlockTypeAt(TileVec2)
BlockType setBlockTypeAt(TileVec2, BlockType)
}
class BoardParser {
static Board parse(File)
}
class BoardValidator {
static bool validate(Board)
}
class BoardConverter {
static Board worldToBoard(List<Block>)
static List<Block> boardToWorld(Board)
}
class TileVec2 {
static final int TILE_DIM
static TileVec2 fromVec2(Vec2)
Vec2
TileVec2(col, row)
Vec2 toPixelPos()
}
}
package model {
enum BlockType {
FREE
WALL
TRASH
GARBAGE
ROBOT
BOMB
boolean isBounding()
boolean mustBeReachable()
boolean isTraversable()
boolean isMovableByExplosion()
}
class BlockFactory {
Block build(BlockType, TileVec2)
}
abstract class Block {
BlockType
List<Controller>
Vec2
Block(BlockType, List<Controller>, Vec2)
void setPos(Vec2)
BlockType getBlockType()
Vec2 getPos()
TileVec2 getTile()
List<Event> update(Context)
}
class WallBlock extends Block
class TrashBlock extends Block
class BombBlock extends Block
class GarbageBlock extends Block
class RobotBlock extends Block
class Stage {
StageController
List<Block>
Stage(Board)
List<Block> getBlocks()
List<Event> update(Context)
bool isCleared()
}
}
package controller {
interface Controller {
List<Event> update(Context)
}
abstract class BlockController implements Controller {
Block
Controller(Block)
}
class BlockControllerFactory {
BlockController build(Block)
}
class GameController implements Controller
class StageController implements Controller
abstract class PhysicsController extends BlockController
abstract class DisplayController extends BlockController
class WallPhysicsController extends PhysicsController
class WallDisplayController extends DisplayController
class TrashPhysicsController extends PhysicsController
class TrashDisplayController extends DisplayController
class GarbagePhysicsController extends PhysicsController
class GarbageDisplayController extends DisplayController
class RobotPhysicsController extends PhysicsController {
List<TileVec2> path
}
class RobotDisplayController extends DisplayController
class BombPhysicsController extends PhysicsController
class BombDisplayController extends DisplayController
}
RobotPhysicsController --> PathFinder
RobotPhysicsController --> BoardConverter
Stage --> BoardConverter
PhysicsController --() JBox2D
Zen5 ()-- Viewer
viewer --> context
viewer --> model
context --> event
model --> controller
board --> model
@enduml
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