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