Search code examples
javalibgdxsingle-responsibility-principleopen-closed-principle

Class Design in Game Programming


I am developing a game for a company. I will only develop this game for 2 months. My company ask me to make my code clean and extendable so they can hire another programmer when they need to add more features. I have read Clean Code by Uncle Bob. I found it really hard to put some of the concept into practice. This is one of my class

public class MenuScreen extends ScreenAdapter {

private final Game game;

private Stage stage;
private Actor groundActor;
private Actor skyActor;
private Actor titleActor;
private Actor playbtnActor;
private Actor optionbtnActor;

public MenuScreen(Game _game) {
    this.game = _game;
}

@Override
public void show() {

    this.stage = new Stage(new ScreenViewport());

    createGround();
    createSky();
    createTitle();
    createPlayButton();
    createOptionButton();
    setupStage();

    Gdx.input.setInputProcessor(this.stage);

}

public void createGround() {
    TextureRegion groundTextureRegion = Assets.instance
            .getTextureRegionByName("bg-ground");
    this.groundActor = new SRActor(groundTextureRegion);
    this.groundActor.setPosition(0, 0);
}

public void createSky() {
    TextureRegion skyTextureRegion = Assets.instance
            .getTextureRegionByName("bg-sky");
    this.skyActor = new SRActor(skyTextureRegion);
    this.skyActor.setPosition(0, 0);
}

public void createTitle() {
    TextureRegion titleTextureRegion = 
            Assets.instance.getTextureRegionByName("etc-gametitlebanner");
    this.titleActor = new SRActor(titleTextureRegion);

    int bottomLeftX = (int) ((Gdx.graphics.getWidth() - this.titleActor
            .getWidth()) / 2);
    int bottomLeftY = (int) Math.floor(0.6 * this.groundActor.getHeight());
    this.titleActor.setPosition(bottomLeftX, bottomLeftY);
}

public void createPlayButton() {

    TextureRegion playbtnTextureRegion = 
            Assets.instance.getTextureRegionByName("etc-playbtn");
    this.playbtnActor = new SRActor(playbtnTextureRegion);

    int bottomLeftX = (int) (0.01 * this.playbtnActor.getWidth())
            + (Gdx.graphics.getWidth() - (int) this.playbtnActor.getWidth())
            / 2;
    int bottomLeftY = (int) (this.titleActor.getY() + 0.25 * this.titleActor
            .getHeight());
    this.playbtnActor.setPosition(bottomLeftX, bottomLeftY);
}

public void createOptionButton() {
    TextureRegion optionbtnTextureRegion = Assets.instance
            .getTextureRegionByName("etc-optionbtn");
    this.optionbtnActor = new SRActor(optionbtnTextureRegion);

    int bottomLeftX = (int) (0.01 * this.optionbtnActor.getWidth())
            + (Gdx.graphics.getWidth() - (int) this.optionbtnActor
                    .getWidth()) / 2;
    int bottomLeftY = (int) (this.titleActor.getY() + 0.05 * this.titleActor
            .getHeight());
    this.optionbtnActor.setPosition(bottomLeftX, bottomLeftY);

}

public void setupStage() {

    this.stage.addActor(this.skyActor);
    this.stage.addActor(this.groundActor);
    this.stage.addActor(this.titleActor);
    this.stage.addActor(this.playbtnActor);
    this.stage.addActor(this.optionbtnActor);

}

@Override
public void render(float delta) {
    this.stage.act(Gdx.graphics.getDeltaTime());
    this.stage.draw();
}

@Override
public void resize(int width, int height) {
    this.stage.getViewport().update(width, height, true);
}

@Override
public void hide() {
    dispose();
}

@Override
public void dispose() {
    this.stage.dispose();
}

}

My question is does this class violates Single Responsibility Principle? Do i need to seperate every actor to its own class? And if so how should i refactor my code?


Solution

  • This seems okay to me. If all your different actors there have the same behaviour and are only different in their used texture, size, position etc, then having a single SRActor with different attributes seems appropriate.

    However I would advice you to use the static factory pattern and move the generation to another class. So you would only do stage.addActor(SRActorFactory.createOptionButton()) for example.