Skip to content
Snippets Groups Projects
Commit c364aa61 authored by Luca Nittscher's avatar Luca Nittscher :speech_balloon:
Browse files

UML auf englisch. UML und Codegerüst etwas angeglichen

parent 6ec34491
No related branches found
No related tags found
No related merge requests found
No preview for this file type
File added
File added
GT_Modulsicht/Gt Model.png

466 KiB | W: | H:

GT_Modulsicht/Gt Model.png

466 KiB | W: | H:

GT_Modulsicht/Gt Model.png
GT_Modulsicht/Gt Model.png
GT_Modulsicht/Gt Model.png
GT_Modulsicht/Gt Model.png
  • 2-up
  • Swipe
  • Onion skin
package com.galaxytrucker.galaxytruckerreloaded.Model.ShipLayout;
public abstract class Room {
public abstract class Section {
/**
* Höhe des Raumes. Räume sind immer rechteckig.
*/
......
package com.galaxytrucker.galaxytruckerreloaded.Model.ShipLayout;
public abstract class System extends Room {
public abstract class System extends Section {
private int energy;
private int maxEnergy;
private int damage;
......
package com.galaxytrucker.galaxytruckerreloaded.Model.Weapons;
import com.galaxytrucker.galaxytruckerreloaded.Model.Ship;
public abstract class Weapon {
/** Weapon damage */
private int damage;
/** Weapon coolDown */
/** Amount of rounds for the weapon to be used again */
private int cooldown;
/** Weapon energy */
private int energy;
/** Amount of missiles spent per attack */
private int missileCost;
private float dropchance;
private int crewdamage;
/**
* How many projectiles are fired per burst
*/
private int burst;
private float precision;
/** probability of randomly finding this weapon */
private float dropChance;
/** Amount of shield bars this Weapon can ignore */
private int shieldPiercing;
/** Probability of causing a breach in the section on hit */
private float breachChance;
/** Damage taken by crew in the hit section */
private int crewDamage;
/** How many projectiles are fired per burst */
private int burst;
public int getCooldown() {
return cooldown;
}
public void setCooldown(int cooldown) {
this.cooldown = cooldown;
}
public int getEnergy() {
return energy;
}
public void setEnergy(int energy) {
this.energy = energy;
}
public float getDropChance() {
return dropChance;
}
public void setDropChance(float dropChance) {
this.dropChance = dropChance;
}
public void attack(Ship target){}
}
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment