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package com.iluwatar;
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import java.util.ArrayList;
import java.util.List;
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/**
*
* When a message with a parameter is sent to an object, the resultant behaviour is defined by the
* implementation of that method in the receiver. Sometimes the behaviour must also be determined
* by the type of the parameter.
*
* One way to implement this would be to create multiple instanceof-checks for the methods parameter.
* However, this creates a maintenance issue. When new types are added we would also need to change
* the method's implementation and add a new instanceof-check. This violates the single responsibility
* principle - a class should have only one reason to change.
*
* Instead of the instanceof-checks a better way is to make another virtual call on the parameter
* object. This way new functionality can be easily added without the need to modify existing
* implementation (open-closed principle).
*
* In this example we have hierarchy of objects (GameObject) that can collide to each other. Each
* object has its own coordinates which are checked against the other objects' coordinates. If
* there is an overlap, then the objects collide utilizing the Double Dispatch pattern.
*
*/
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public class App {
public static void main( String[] args ) {
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// initialize game objects and print their status
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List<GameObject> objects = new ArrayList<>();
objects.add(new FlamingAsteroid(0, 0, 5, 5));
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objects.add(new SpaceStationMir(1, 1, 2, 2));
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objects.add(new Meteoroid(10, 10, 15, 15));
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objects.add(new SpaceStationIss(12, 12, 14, 14));
objects.stream().forEach(o -> System.out.println(o));
System.out.println("");
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// collision check
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objects.stream().forEach(o1 -> objects.stream().forEach(o2 -> { if (o1 != o2 && o1.intersectsWith(o2)) o1.collision(o2); } ));
System.out.println("");
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// output eventual object statuses
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objects.stream().forEach(o -> System.out.println(o));
System.out.println("");
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}
}