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docs(class-diagram): complete class diagram (#35)
Co-authored-by: Djelal Boudji <dboudji@unistra.fr>
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@ -5,89 +5,107 @@ skinparam classAttributeIconSize 0
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skinparam classFontStyle Bold
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skinparam classFontStyle Bold
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hide enum methods
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hide enum methods
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class Player {
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class GameManager {
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{field} + JUMP_FORCE: Double {readOnly}
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- score: int
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{field} + SPEED: Double {readOnly}
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- isPaused: Boolean
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{field} + SPEED: Double {readOnly}
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+ StartGame()
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+ RestartLevel()
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+ PauseGame()
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+ ResumeGame()
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+ UpdateScore(points: int)
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}
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{method} + jump()
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class Level {
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{method} + isJumping(): boolean
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- name: String
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{method} + OnCollisionEnter2D(collision : Collision2D)
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- musicPath: String
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{method} + OnCollisionExit2D(collision : Collision2D)
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+ StartLevel()
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+ EndLevel()
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+ CheckCompletion(): Boolean
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}
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}
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abstract class LevelElement {
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abstract class LevelElement {
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{field} + x: Integer
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- x: Float
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{field} + y: Integer
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- y: Float
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{method} + getImagePath(): String {abstract}
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}
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}
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class Obstacle extends LevelElement {
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abstract class Obstacle extends LevelElement {
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+ TriggerEffect(player: Player)
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}
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}
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class Platform extends Obstacle {
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class Platform extends LevelElement {
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}
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}
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class Spike extends Obstacle {
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class Spike extends Obstacle {
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+ TriggerEffect(player: Player)
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}
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}
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class Portal extends LevelElement {
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class Portal extends LevelElement {
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- destination: Vector2
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- type: PortalType
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+ Teleport(player: Player)
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}
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enum PortalType {
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Normal, Gravity, Speed
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}
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}
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class Bumper extends LevelElement {
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class Bumper extends LevelElement {
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- bounceForce: Float
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+ Bounce(player: Player)
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}
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}
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class LevelEnd extends LevelElement {
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class LevelEnd extends LevelElement {
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+ TriggerEndGame()
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}
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}
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abstract class Level {
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class Collectible extends LevelElement {
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{field} + jsonPath: String
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- points: int
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{field} + name: String
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+ Collect(player: Player)
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{field} + musicPath: String
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{field} + progression: Integer
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{field} + totalJumps: Integer
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{field} + totalAttempts: Integer
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{field} + killedCount: Integer
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{method} + placeElements()
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{method} + placeElement(levelElement: LevelElement) {static}
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}
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}
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class LevelStats extends Stats {
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class Player {
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- JUMP_FORCE: static const Float = 26.6581
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- SPEED: static const Float = 8.6
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- rigidBody: Rigidbody2D
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- isColliding: Boolean
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- isGrounded: Boolean
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- gravityScale: Float
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+ Jump()
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+ IsJumping(): Boolean
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+ OnCollisionEnter2D(collision: Collision2D)
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+ OnCollisionExit2D(collision: Collision2D)
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+ ChangeGravity()
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+ Die()
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+ Respawn()
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+ CollectItem(item: Collectible)
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}
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}
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class LevelFactory {
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class LevelLoader {
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{method} + createLevel(jsonPath): Level
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+ LoadLevel(jsonPath: String): Level
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+ UnloadLevel(level: Level)
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}
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}
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class Game {
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class LevelParser {
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+ ParseJSON(jsonData: String): Level
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}
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}
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Level *--> "- *\nLevelElements" LevelElement : <<Owns>>
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class MusicManager {
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Game *--> "- *\nlevels" Level : <<Owns>>
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- currentTrack: String
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Game *--> "- 1\nlevels" LevelFactory : <<Owns>>
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- volume: Float
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+ PlayMusic(musicPath: String)
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' {
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+ StopMusic()
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' "name": "Back on Track",
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+ SetVolume(level: Float)
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' "music"
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}
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' "elements": [
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' {
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' "type": "Spike",
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' "position": {
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' "x": 0,
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' "y": 0
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' },
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' }
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' ]
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' }
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GameManager *--> Level : <<Manages>>
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GameManager --> LevelLoader : <<Uses>>
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LevelLoader --> LevelParser : <<Uses>>
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Level *--> LevelElement : <<Contains>>
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GameManager *--> Player : <<Owns>>
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GameManager --> MusicManager : <<Controls>>
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Player --> LevelEnd : <<Triggers>>
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Player --> Portal : <<Interacts>>
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Player --> Collectible : <<Collects>>
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Obstacle --> Player : <<Affects>>
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@enduml
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@enduml
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