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/*
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* The MIT License
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* Copyright © 2014-2019 Ilkka Seppälä
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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package com.iluwater.component;
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import java.util.ArrayList;
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/*
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* Object-oriented to a certain extent can solve many problems of code reuse and data reuse,
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* but it also has great defects:
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* 1.the coupling of data organization is very strong.
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* 2.Interface logic is difficult to reuse and hot plug.
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*
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* The component pattern solves the defects of object orientation and process orientation and
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* is widely used in game clients
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*
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* A component is a part of one object. We can consider that a object contains multiple
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* components, in another way, multiple components can construct a object.
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* Here is a demo using component pattern to solve a game-like problem.
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* A person named Bjorn who has three component: get input;judge physics state;show graphics state
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* These three component with a common game object can construct our protagonist:Bjorn, also can
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* construct other objects like dog or cat if you want to write a real game.
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*/
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public class App {
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public static void main(String[] args) {
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ArrayList<Component>arrayList = new ArrayList<>();
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arrayList.add(new BjornInputComponent());
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arrayList.add(new BjornPhysicsComponent());
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arrayList.add(new BjornGraphicsComponent());
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GameObject gameObject = new GameObject(arrayList);
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gameObject.update();
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}
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}
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package com.iluwater.component;
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import static org.slf4j.LoggerFactory.getLogger;
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import org.slf4j.Logger;
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public class BjornGraphicsComponent implements GraphicsComponent {
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private static final Logger LOGGER = getLogger(BjornGraphicsComponent.class);
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@Override
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public void update(GameObject gameObject) {
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LOGGER.info("positive:" + gameObject.getPositionOFx() + "," + gameObject.getPositionOFy());
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}
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}
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package com.iluwater.component;
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public class BjornInputComponent implements InputComponent {
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@Override
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public void update(GameObject gameObject) {
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gameObject.setPositionOFx(gameObject.getPositionOFx() + gameObject.getVelocity());
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gameObject.setPositionOFy(gameObject.getPositionOFy() + gameObject.getVelocity());
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}
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}
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package com.iluwater.component;
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import static org.slf4j.LoggerFactory.getLogger;
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import org.slf4j.Logger;
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public class BjornPhysicsComponent implements PhysicsComponent{
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private static final Logger LOGGER = getLogger(BjornPhysicsComponent.class);
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@Override
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public void update(GameObject gameObject) {
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if(gameObject.getPositionOFx() == gameObject.getPositionOFy()){
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LOGGER.info("Your position is pretty good, keep it!");
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}
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}
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}
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package com.iluwater.component;
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public interface Component {
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void update(GameObject gameObject);
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}
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package com.iluwater.component;
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import java.util.ArrayList;
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public class GameObject {
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public int velocity;
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public int positionOFx;
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public int positionOFy;
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ArrayList<Component> componentArrayList;
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public GameObject(ArrayList<Component> componentArrayList){
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this.componentArrayList = componentArrayList;
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}
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public void setVelocity(int velocity) {
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this.velocity = velocity;
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}
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public int getVelocity() {
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return velocity;
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}
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public void setPositionOFx(int positionOFx) {
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this.positionOFx = positionOFx;
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}
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public int getPositionOFx() {
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return positionOFx;
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}
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public void setPositionOFy(int positionOFy) {
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this.positionOFy = positionOFy;
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}
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public int getPositionOFy() {
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return positionOFy;
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}
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public void update(){
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for (Component component : componentArrayList) {
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component.update(this);
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}
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}
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}
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package com.iluwater.component;
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public interface GraphicsComponent extends Component{
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void update(GameObject gameObject);
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}
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package com.iluwater.component;
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public interface InputComponent extends Component {
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void update(GameObject gameObject);
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}
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package com.iluwater.component;
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public interface PhysicsComponent extends Component {
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void update(GameObject gameObject);
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}
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