1 / 17

GUIs for Video Games

Learn how to design GUI layouts for video games and implement the Observer/Observable pattern for efficient data updates in game development. Practice with sample code provided.

djennings
Download Presentation

GUIs for Video Games

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  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

More Related