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GameApplication

+ create():void
+ dispose():void
+ render():void
GameObject
# box: Rectangle
+ render(): void
GameInput
- keyUp: int
- keyDown: int
- keyLeft: int
- keyRight: int
- key01: int
- key02: int
- key03: int
- key04: int
+ isUpPressed(): boolean
+ isDownPressed(): boolean
+ isLeftPressed(): boolean
+ isRightPressed(): boolean
+ isKey01Pressed(): boolean
+ isKey02Pressed(): boolean
+ isKey03Pressed(): boolean
+ isKey04Pressed(): boolean
+ isEscPressed(): boolean
Save
- file: FileHandle
+ create(): void
+ load(): String
+ save(): void
GameSound
- file: FileHandle
- type: int
+ create(source: String): void
+play(): void
+stop(): void
<<Abstract>>
GameMecanic
+actor: GameObject
<<Abstract>>
GameScene
+ basicCreate(): void
+ render():void
GameCamera
- nextX: float
- nextY: float
- zoom: double
+ moveCamera(): void
+ render(): void
GameScenePlataform
+ enemies: Array<Enemy>
+ events: Array<GameObjects>
+ plataformList: Array<plataformList>
+ render(): void
+ control(): void
GameSceneMenu
+ buttonList: Array<Rectangle>
+ render(): void
+ navegate(): void
<<Abstract>>
CharacterOnPlay
# hpMax: int
# ammoMax: int
# hp: int
# ammo : int
# forcaVertical : int
# onJump: boolean
+ posture: String
# directi on: int
+ color: Color
# speedWalk: int
+ walkFoward(plataformObject: PlataformObject[][]) : void
+ walkBackward(plataformObject: PlataformObject[][]) : void
+ jump(): void
+ fal l(): void
+ stabilize(): void
+ die(): void
+ stand( y: float ): void
+ takeDamage( damage: int): void
+ render(): void
+ getPosture(): String
+ setPosture(posture: Posture): void
+ getColor(): Color
+ setCol or( color: Color): void
MainCharacter
+ auxLevel : float
+ auxLevelX : float
+ frame: FrameCounter
+ fal l(): void
+ crouch(): void
+ hangLeft(x : float, y: float): void
+ hangRight(x: float, y:float): void
+ swordAtack(): void
+ shoot() : Projecti le
+ takeDamage( damage: int): void
+ render()
<<Abstract>>
Enemy
+ frame: FrameCounter
WalkerEnemy
+ walkFoward(): void
+ walkBackward(): void
+ render(): void
FlyingEnemy
+ walkFoward(): void
+ walkBackward(): void
+ fly() : void
+ stabilize(): void
+ render(): void
SceneMap
+ mapa: FileHandle
+ mapaTiles: FileHandle
+ mapaEvents: FileHandle
+ matriz: Array<char[]>
+ matrizTiles: Array<char[]>
+ matrizEvents: Array<char[]>
+ vetorAux: char[]
+ create(): void
+ getMatriz(): Array<char[]>
+ getMatrizTiles(): Array<char[]>
+ getMatrixEvents(): Array<char[]>
PlataformObject
- stepAble: boolean
- i: int
- j: int
- status: char
- statusTile: char
+ getstepAble(): boolean
+ getI(): int
+ getJ(): int
+ getBox(): Rectangle
+ getStatus(): char
+ getStatusTile(): char
Projectile
- color: Color
- directi on: double
- shooter: CharacterOnPlay
+ render()
PlataformController
- floor: int
- ceiling: int
- greyfloor: int
- leftEdge: int
- rightEdge: int
- levelX: float
- levelY: float
+ checkCollision
(plataformList:PlataformObject[][] ,
mainCharacter: MainCharacter): void
EnemyAI
- floor: int
- level: int
+ checkWalk
(plataformList:PlataformObject[][] ,
mainCharacter: MainCharacter): void
+atack(mainCharacter: MainCharacter):
void
+follow( mainCharacter: MainCharacter):
void
FrameCounter
- frame: long
+ getFrame(): long
+ ti ck(): void
+ render(): void
<<Abstract>>
HUD
#max: int
#actual: int
+color: Color
#eachPoint: float
+getActual(): int
+getMax(): int
HUDHp
+ takePoi nts(value: int): void
- verifyColor(): void
- verifyZero(): void
+ render() : void
HUDAmmo
+ takePoi nts(value: int): void
- verifyZero(): void
+ render() : void
<<Abstract>>
Image
+ batch : SpriteBatch
+ img: Texture
+ region: TextureRegion
ImageParallax
+moveParalax();
+render();
HUDImage
+ renderHUD(x: float, y: float): void
TilesetImage
- ti leMap: Texture
- ti le: TextureRegion
- random: Random
+ renderMap()
SpriteImage
- rows: int
- cols: int
Animation
+ ti me: int
+ changeSprite()
Engenharia de Software
Diagrama de Classes - Code Cinder
Felipe Carmo Cavaco
Jlio Csar Prando Anhelli
Lucas Adriano de Mendona
Thiago Lima de Almeida
Requisitos Funcionais:
O jogador deve navegar pelo jogo por GameScenes, que podemser
menus ou cenrios em plataforma.
O jogador pode alterar os botes de controle
O jogador controla o personagem
O personagem pode andar, pular, agaixar, dependurar, atacar
inimigos com golpes prximos ou a distncia.
O personagem pode navegar pelos mapas interligados em um cenrio
aberto.
O personagem pode combater inimigos.
O personagem pode salvar sua posio no jogo.