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GUIs for Video Games

GUIs for Video Games. The Plan. Layout suggestions Observer/Observable Steps to writing Observer/Observables Sample Code Practice. Layout Suggestions. Title Here. Game Here. Score Here. Controls Here. Controls Here. Layout Suggestions. Use a BorderLayout for the Frame

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GUIs for Video Games

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  1. GUIs for Video Games

  2. The Plan • Layout suggestions • Observer/Observable • Steps to writing Observer/Observables • Sample Code • Practice

  3. Layout Suggestions Title Here Game Here Score Here Controls Here Controls Here

  4. Layout Suggestions Use a BorderLayout for the Frame Make the Title a JLabel Make the Controls and Score JPanels in different classes Title Here Game Here Score Here Controls Here Controls Here

  5. Observer/Observable Pattern • Observable • Data that changes • Used for the model • Alerts Observers of changes • Observer • Depends on changing data • Used for the view • Responds to changes in the Observable

  6. Why use Observer/Observable? • Separates model from view • Model is typically where the complexity is • Changes in complex models is undesirable • Avoids polling • An alternative is to repeated check if data has changed • Polling wastes processor time • Enables flexibility of multiple views • Can even have multiple views open at once

  7. More Motivation Consider tic-tac-toe: • Model consisting of 9 variables telling board position • Full feature view for fast computers • 3D Animation • Sound • Images • Scaled down version for slower computers • JButtons • ImageIcons • Control class to change letters of model

  8. Benefits • Same model, different view • Controller would enable networked game input. • Model easy to send across network, view is difficult. Separation enables simplicity and flexibility.

  9. Steps to writing Observer/Observable • Write separate classes for the model and the view. • Make the model extend Observable. • Make the view implement Observer. • Connect the Observer and Observable using the addObserver method.

  10. Example: Score Board • Model • Enemies left • Hero's life left • Timer • View • JPanel with JLabels • GridLayout

  11. Score.java import java.util.*; public class Score extends Observable { double shipScore, enemyScore, time; public void setShipScore(double s) { shipScore=s; setChanged(); notifyObservers(); } public void setEnemyScore(double s) { enemyScore=s; setChanged(); notifyObservers(); }

  12. public double getShipScore() { return shipScore; } public double getEnemyScore() { return enemyScore; } public void setTime(double t) { if((int)time!=(int)t){ time=t; setChanged(); notifyObservers(); } time=t; } public double getTime() { return time; } } Score.java

  13. ScorePanel.java import java.awt.*; import javax.swing.*; import java.util.*; public class ScorePanel extends JPanel implements Observer { JLabel title; JLabel shipScore; JLabel enemyScore; JLabel time; public ScorePanel() { super(); makeComponents(); makeLayout(); }

  14. ScorePanel.java private void makeComponents() { title=new JLabel("Score"); shipScore=new JLabel("Ship: "); enemyScore=new JLabel("Enemy: "); time=new JLabel("Time: 0"); } private void makeLayout() { setLayout(new GridLayout(4, 1)); add(title); add(shipScore); add(enemyScore); add(time); } public void update(Observable obs, Object arg) { Score score=(Score)obs; shipScore.setText("Ship: "+score.getShipScore()); enemyScore.setText("Enemy: "+score.getEnemyScore()); time.setText("Time: "+(int)score.getTime()); System.out.println("repainting"); repaint(); } }

  15. Galaga.java import java.awt.BorderLayout; import javax.swing.*; import java.awt.*; import java.awt.event.*; import tipgame.*; public class Galaga extends JApplet implements ActionListener { JFrame frame; JButton button; GalagaLoop game; JLabel title; ScorePanel scorePanel; public Galaga() { makeComponents(); layoutComponents(); }

  16. Galaga.java private void makeComponents() { frame=new JFrame(); button=new JButton("Start"); button.addActionListener(this); game=new GalagaLoop(new Dimension(500, 500)); title=new JLabel("Blast Those Professors!"); Font font=title.getFont(); title.setFont(font.deriveFont(32.0f)); scorePanel=new ScorePanel(); game.getScore().addObserver(scorePanel); } private void layoutComponents() { Container container=frame.getContentPane(); container.setLayout(new BorderLayout()); container.add(game.getCanvas(), BorderLayout.CENTER); container.add(button, BorderLayout.SOUTH); container.add(title, BorderLayout.NORTH); container.add(scorePanel, BorderLayout.EAST); frame.pack(); frame.setResizable(false); }

  17. Write a program to count the number of clicks on a yes, no and maybe button. To do this, write three classes: ClickCount – keeps three integer instance variables to count the number of clicks ClickCountPanel – observes ClickCount for changes and updates its components when an update occurs ClickGUI – contains three buttons and the count panel. Clicking on the buttons registers the click via ClickCount. Practice

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