How can I simplify my code for the future? Can I learn from these mistakes?
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A some time ago I made a game which made a bit of profit. I made use of a few clever solutions too. I learned a lot from it's development, but being a simple game, I made a behemoth using over 20 thousands lines of code (yes), which now puts me under a question mark. I made this so maybe people with similar problems can find this post. Please delete if not allowed.
I used Android Studio and a bunch of assets for it. Pretty simple. But have a look on a buying houses methods. 16 the same methods but with slight changes in variables.
b_bldwoodcut.setOnTouchListener(new View.OnTouchListener() {
@SuppressLint("ClickableViewAccessibility")
public boolean onTouch(View v, MotionEvent event) {
if(event.getAction() == MotionEvent.ACTION_UP){
b_bldwoodcut_clicked = false;
BuyWoodcuter();
return true;
}else{
b_bldwoodcut_clicked = true;
}
return false;
}
});
b_bldsawmill.setOnTouchListener(new View.OnTouchListener() {
@SuppressLint("ClickableViewAccessibility")
public boolean onTouch(View v, MotionEvent event) {
if(event.getAction() == MotionEvent.ACTION_UP){
b_bldsawmill_clicked = false;
BuySawmill();
return true;
}else{
b_bldsawmill_clicked = true;
}
return false;
}
});
...
And so on...
There is also a worker method called once per frame or so:
//sawmill
if (Math.round(ratioautosawmill * Threshold1) >= quick_trigger_val) {
//Stuff that happens over 20it/sec
if (pr_autosawmill >= 1 && sawmills > 0 && logs >= ratioautosawmill * 10 && planks + ratioautosawmill * 10 < storage) {
swsawmill.setBackground(getResources().getDrawable(R.drawable.pbquick));
pr_autosawmill = 0;
logs = Math.round(logs - ratioautosawmill * 10);
planks = Math.round(planks + ratioautosawmill * 10);
//Update resource view
ResTextUpdater();
} else if (pr_autosawmill < 1 && sawmills > 0) {
pr_autosawmill = pr_autosawmill + 0.1 * ProgressWorkerSpeed;
} else {
swsawmill.setBackground(getResources().getDrawable(R.drawable.pbpause));
}
} else {
if (pr_autosawmill >= 1 && sawmills > 0 && logs >= 1 && planks < storage) {
pr_autosawmill = 0;
logs--;
planks++;
//Update resource view
ResTextUpdater();
} else if (pr_autosawmill < 1 && sawmills > 0) {
pr_autosawmill = pr_autosawmill + ratioautosawmill * ProgressWorkerSpeed;
swsawmill.setBackground(getResources().getDrawable(progressBars[(int)Math.round(pr_autosawmill * 10)]));
} else {
swsawmill.setBackground(getResources().getDrawable(R.drawable.pbpause));
}
if ( sawmills < 1){
swsawmill.setBackground(getResources().getDrawable(R.drawable.pberr));
}
}
This is only one building in a worker. There is 16 different buildings, so I made 16 copies of literally everything, which made my code stupidly long. I used SQL for save/load but that requires a lot of boilerplate code anyway. Do I really need to make the same code every single time for every single item? It turns coding from fun to nightmare. That said, it took me half a year to make this game, where now I believe could be made with a few weeks tops. What are your thoughts?
java android
migrated from stackoverflow.com 22 mins ago
This question came from our site for professional and enthusiast programmers.
add a comment |
up vote
-1
down vote
favorite
A some time ago I made a game which made a bit of profit. I made use of a few clever solutions too. I learned a lot from it's development, but being a simple game, I made a behemoth using over 20 thousands lines of code (yes), which now puts me under a question mark. I made this so maybe people with similar problems can find this post. Please delete if not allowed.
I used Android Studio and a bunch of assets for it. Pretty simple. But have a look on a buying houses methods. 16 the same methods but with slight changes in variables.
b_bldwoodcut.setOnTouchListener(new View.OnTouchListener() {
@SuppressLint("ClickableViewAccessibility")
public boolean onTouch(View v, MotionEvent event) {
if(event.getAction() == MotionEvent.ACTION_UP){
b_bldwoodcut_clicked = false;
BuyWoodcuter();
return true;
}else{
b_bldwoodcut_clicked = true;
}
return false;
}
});
b_bldsawmill.setOnTouchListener(new View.OnTouchListener() {
@SuppressLint("ClickableViewAccessibility")
public boolean onTouch(View v, MotionEvent event) {
if(event.getAction() == MotionEvent.ACTION_UP){
b_bldsawmill_clicked = false;
BuySawmill();
return true;
}else{
b_bldsawmill_clicked = true;
}
return false;
}
});
...
And so on...
There is also a worker method called once per frame or so:
//sawmill
if (Math.round(ratioautosawmill * Threshold1) >= quick_trigger_val) {
//Stuff that happens over 20it/sec
if (pr_autosawmill >= 1 && sawmills > 0 && logs >= ratioautosawmill * 10 && planks + ratioautosawmill * 10 < storage) {
swsawmill.setBackground(getResources().getDrawable(R.drawable.pbquick));
pr_autosawmill = 0;
logs = Math.round(logs - ratioautosawmill * 10);
planks = Math.round(planks + ratioautosawmill * 10);
//Update resource view
ResTextUpdater();
} else if (pr_autosawmill < 1 && sawmills > 0) {
pr_autosawmill = pr_autosawmill + 0.1 * ProgressWorkerSpeed;
} else {
swsawmill.setBackground(getResources().getDrawable(R.drawable.pbpause));
}
} else {
if (pr_autosawmill >= 1 && sawmills > 0 && logs >= 1 && planks < storage) {
pr_autosawmill = 0;
logs--;
planks++;
//Update resource view
ResTextUpdater();
} else if (pr_autosawmill < 1 && sawmills > 0) {
pr_autosawmill = pr_autosawmill + ratioautosawmill * ProgressWorkerSpeed;
swsawmill.setBackground(getResources().getDrawable(progressBars[(int)Math.round(pr_autosawmill * 10)]));
} else {
swsawmill.setBackground(getResources().getDrawable(R.drawable.pbpause));
}
if ( sawmills < 1){
swsawmill.setBackground(getResources().getDrawable(R.drawable.pberr));
}
}
This is only one building in a worker. There is 16 different buildings, so I made 16 copies of literally everything, which made my code stupidly long. I used SQL for save/load but that requires a lot of boilerplate code anyway. Do I really need to make the same code every single time for every single item? It turns coding from fun to nightmare. That said, it took me half a year to make this game, where now I believe could be made with a few weeks tops. What are your thoughts?
java android
migrated from stackoverflow.com 22 mins ago
This question came from our site for professional and enthusiast programmers.
add a comment |
up vote
-1
down vote
favorite
up vote
-1
down vote
favorite
A some time ago I made a game which made a bit of profit. I made use of a few clever solutions too. I learned a lot from it's development, but being a simple game, I made a behemoth using over 20 thousands lines of code (yes), which now puts me under a question mark. I made this so maybe people with similar problems can find this post. Please delete if not allowed.
I used Android Studio and a bunch of assets for it. Pretty simple. But have a look on a buying houses methods. 16 the same methods but with slight changes in variables.
b_bldwoodcut.setOnTouchListener(new View.OnTouchListener() {
@SuppressLint("ClickableViewAccessibility")
public boolean onTouch(View v, MotionEvent event) {
if(event.getAction() == MotionEvent.ACTION_UP){
b_bldwoodcut_clicked = false;
BuyWoodcuter();
return true;
}else{
b_bldwoodcut_clicked = true;
}
return false;
}
});
b_bldsawmill.setOnTouchListener(new View.OnTouchListener() {
@SuppressLint("ClickableViewAccessibility")
public boolean onTouch(View v, MotionEvent event) {
if(event.getAction() == MotionEvent.ACTION_UP){
b_bldsawmill_clicked = false;
BuySawmill();
return true;
}else{
b_bldsawmill_clicked = true;
}
return false;
}
});
...
And so on...
There is also a worker method called once per frame or so:
//sawmill
if (Math.round(ratioautosawmill * Threshold1) >= quick_trigger_val) {
//Stuff that happens over 20it/sec
if (pr_autosawmill >= 1 && sawmills > 0 && logs >= ratioautosawmill * 10 && planks + ratioautosawmill * 10 < storage) {
swsawmill.setBackground(getResources().getDrawable(R.drawable.pbquick));
pr_autosawmill = 0;
logs = Math.round(logs - ratioautosawmill * 10);
planks = Math.round(planks + ratioautosawmill * 10);
//Update resource view
ResTextUpdater();
} else if (pr_autosawmill < 1 && sawmills > 0) {
pr_autosawmill = pr_autosawmill + 0.1 * ProgressWorkerSpeed;
} else {
swsawmill.setBackground(getResources().getDrawable(R.drawable.pbpause));
}
} else {
if (pr_autosawmill >= 1 && sawmills > 0 && logs >= 1 && planks < storage) {
pr_autosawmill = 0;
logs--;
planks++;
//Update resource view
ResTextUpdater();
} else if (pr_autosawmill < 1 && sawmills > 0) {
pr_autosawmill = pr_autosawmill + ratioautosawmill * ProgressWorkerSpeed;
swsawmill.setBackground(getResources().getDrawable(progressBars[(int)Math.round(pr_autosawmill * 10)]));
} else {
swsawmill.setBackground(getResources().getDrawable(R.drawable.pbpause));
}
if ( sawmills < 1){
swsawmill.setBackground(getResources().getDrawable(R.drawable.pberr));
}
}
This is only one building in a worker. There is 16 different buildings, so I made 16 copies of literally everything, which made my code stupidly long. I used SQL for save/load but that requires a lot of boilerplate code anyway. Do I really need to make the same code every single time for every single item? It turns coding from fun to nightmare. That said, it took me half a year to make this game, where now I believe could be made with a few weeks tops. What are your thoughts?
java android
A some time ago I made a game which made a bit of profit. I made use of a few clever solutions too. I learned a lot from it's development, but being a simple game, I made a behemoth using over 20 thousands lines of code (yes), which now puts me under a question mark. I made this so maybe people with similar problems can find this post. Please delete if not allowed.
I used Android Studio and a bunch of assets for it. Pretty simple. But have a look on a buying houses methods. 16 the same methods but with slight changes in variables.
b_bldwoodcut.setOnTouchListener(new View.OnTouchListener() {
@SuppressLint("ClickableViewAccessibility")
public boolean onTouch(View v, MotionEvent event) {
if(event.getAction() == MotionEvent.ACTION_UP){
b_bldwoodcut_clicked = false;
BuyWoodcuter();
return true;
}else{
b_bldwoodcut_clicked = true;
}
return false;
}
});
b_bldsawmill.setOnTouchListener(new View.OnTouchListener() {
@SuppressLint("ClickableViewAccessibility")
public boolean onTouch(View v, MotionEvent event) {
if(event.getAction() == MotionEvent.ACTION_UP){
b_bldsawmill_clicked = false;
BuySawmill();
return true;
}else{
b_bldsawmill_clicked = true;
}
return false;
}
});
...
And so on...
There is also a worker method called once per frame or so:
//sawmill
if (Math.round(ratioautosawmill * Threshold1) >= quick_trigger_val) {
//Stuff that happens over 20it/sec
if (pr_autosawmill >= 1 && sawmills > 0 && logs >= ratioautosawmill * 10 && planks + ratioautosawmill * 10 < storage) {
swsawmill.setBackground(getResources().getDrawable(R.drawable.pbquick));
pr_autosawmill = 0;
logs = Math.round(logs - ratioautosawmill * 10);
planks = Math.round(planks + ratioautosawmill * 10);
//Update resource view
ResTextUpdater();
} else if (pr_autosawmill < 1 && sawmills > 0) {
pr_autosawmill = pr_autosawmill + 0.1 * ProgressWorkerSpeed;
} else {
swsawmill.setBackground(getResources().getDrawable(R.drawable.pbpause));
}
} else {
if (pr_autosawmill >= 1 && sawmills > 0 && logs >= 1 && planks < storage) {
pr_autosawmill = 0;
logs--;
planks++;
//Update resource view
ResTextUpdater();
} else if (pr_autosawmill < 1 && sawmills > 0) {
pr_autosawmill = pr_autosawmill + ratioautosawmill * ProgressWorkerSpeed;
swsawmill.setBackground(getResources().getDrawable(progressBars[(int)Math.round(pr_autosawmill * 10)]));
} else {
swsawmill.setBackground(getResources().getDrawable(R.drawable.pbpause));
}
if ( sawmills < 1){
swsawmill.setBackground(getResources().getDrawable(R.drawable.pberr));
}
}
This is only one building in a worker. There is 16 different buildings, so I made 16 copies of literally everything, which made my code stupidly long. I used SQL for save/load but that requires a lot of boilerplate code anyway. Do I really need to make the same code every single time for every single item? It turns coding from fun to nightmare. That said, it took me half a year to make this game, where now I believe could be made with a few weeks tops. What are your thoughts?
java android
java android
asked 23 mins ago
Tatsurou
1
1
migrated from stackoverflow.com 22 mins ago
This question came from our site for professional and enthusiast programmers.
migrated from stackoverflow.com 22 mins ago
This question came from our site for professional and enthusiast programmers.
add a comment |
add a comment |
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