package games.superfightercombatmelee; import java.awt.*; import java.awt.event.KeyEvent; import javax.swing.JFrame; import vooga.fighter.view.Canvas; import vooga.fighter.controller.*; /** * Creates window that can be moved, resized, and closed by the user. * * @author Sean Wareham, Jerry Li */ public class Main extends JFrame { // constants public static final Dimension SIZE = new Dimension(800, 600); public static final String TITLE = "FightingGame"; /** * main --- where the program starts * @param args */ public static void main (String args[]) { // view of user's content // start animation GameManager control = new SubGameManager(); control.run(); // Stopping the game is handled in the MarioTime Class, as it can implement methods that update // as the game updates // Full Screen Options are handled in the Canvas Class (as they must be updated with the game). } } //We spent the majority of our time discussing feedback. Such that in order to actually implement a new game, it seems as though an inordinate number of //classes need to be subclassed. This design is not very extension friendly in that if a new feature is to be added, it seems as though many tertiarily modified classes //need to be made aware of such additions. As such, the design is more modifiable than it is extensible. As in to write a new character for instance, it is //easy to modify the existing character, but it is not as easy to add a whole new character and alert the simulation to such a change