Game Development Reference
In-Depth Information
Using a class diagram for Canyon Bunny
We will now take a closer look at the architecture of Canyon Bunny. A so-called class
diagram is used to help us visualize and explain the architecture in a standardized
and structured form. The class diagram is illustrated as follows:
interface
ApplicationListener
>>
1
1
CanyonBunnyMain
Assets
1
1
1
1
CameraHelper
1
1
1
1
1
1
WorldRenderer
WorldController
Level
11
1
abstract
AbstractGameObject
>>
*
BunnyHead
WaterOverlay Mountains
Rock
GoldCoin
Feather
Clouds
1
*
Level
Objects
Player
Character
Level
Items
Level
Decorations
Cloud
In this class diagram, you will find a lot of classes that will be used in this game.
It also shows important information about the kind of classes and how they are
interconnected. Firstly, before we continue, don't be scared of all these boxes,
lines, and arrows pointing in every direction. If you are not familiar with reading
class diagrams or UML in general, take a look at the following section for a quick
explanation of what you should know to be able to read it. Otherwise, simply skip
to the next paragraph to continue.
Each class is represented in a rectangle. If it is a special kind of class (a stereotype
in UML), it is indicated in double angle quotation marks above its name, such as
"abstract" for an abstract class or "interface" for an interface. Lines are used to
show the relationship between two classes.
 
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