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https://github.com/dmasad/clickmove
A simple fighting spaceships game, created as a practice Java project.
https://github.com/dmasad/clickmove
Last synced: about 1 month ago
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A simple fighting spaceships game, created as a practice Java project.
- Host: GitHub
- URL: https://github.com/dmasad/clickmove
- Owner: dmasad
- Created: 2012-07-07T14:06:03.000Z (over 12 years ago)
- Default Branch: master
- Last Pushed: 2012-07-16T00:22:19.000Z (over 12 years ago)
- Last Synced: 2024-10-16T14:17:29.344Z (3 months ago)
- Language: Java
- Size: 129 KB
- Stars: 1
- Watchers: 2
- Forks: 0
- Open Issues: 0
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Metadata Files:
- Readme: Readme.md
Awesome Lists containing this project
README
ClickMove
==========ClickMove is a very simple engine for a tactical spaceship combat game, written mostly as a project to build up my Java skills.
Package Overview
-----------------ClickMove tries to keep the underlying world model separate from the graphics interface. In practice, I haven't always managed to ahere to this.
### worldmodel#
Contains the World supervisor class, and the parent classes for the objects that populate it: WorldObjs (objects in the world -- distinct from the singular World object), Subsystem (for specific, modifiable properties that WorldObjs can have, such as weapons or sensors) and the CommandableUnit interface.#### worldmodel.subsystems #
Intended to hold different specific subsystems, each defined in a class.### graphics #
Contains the graphics engine: Camera, which defines the renderer; Controller, which is the class unifying overall interface EventListeners and the UI state machine; MainGame, which initializes the overall game (at the specific world level at the moment -- i.e., not including a welcome/load/save menu, etc.); and MainGameTest, which is used as a prototype for testing purposes.#### graphics.graphicsobjects #
Contains the classes for drawing specific graphics objects, such as shapes and sprites. These also interface with the underlying WorldObjs.##Future Work #
Specific game logic will be implemented via child-classes of World. Potential elements to include are active/passive sensors, gravity, and constrained acceleration.The next milestone will be implementing a small, functional mission: a Snark Hunt, involving hunting down and defeating very stupid computer-controlled enemies.