Class Null
java.lang.Object
nz.ac.vuw.ecs.swen225.gp6.domain.TileAnatomy.AbstractTile
nz.ac.vuw.ecs.swen225.gp6.domain.Tiles.Null
- All Implemented Interfaces:
Tile
This class is made to be used as a somewhat empty tile template for various circumstances
internally in domain(such as in inventory). This helps to not return a null tile when things go
awry. It is not actually a tile in the game and should never be on maze.
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Field Summary
Fields inherited from class nz.ac.vuw.ecs.swen225.gp6.domain.TileAnatomy.AbstractTile
info -
Constructor Summary
Constructors -
Method Summary
Methods inherited from class nz.ac.vuw.ecs.swen225.gp6.domain.TileAnatomy.AbstractTile
info, symbolMethods inherited from class java.lang.Object
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, waitMethods inherited from interface nz.ac.vuw.ecs.swen225.gp6.domain.TileAnatomy.Tile
damagesHero, obstructsEnemy, obstructsHero, replaceWith, setOn
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Constructor Details
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Null
Create a Null tile.- Parameters:
info- tile information
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Method Details
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type
Description copied from interface:TileEach tile object will hold a reference to one TileState enum, which determines the behaviour of a number of the tiles important methods.- Returns:
- the enum type of this tile, if custom tile then TileType.Other is returned.
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ping
Description copied from interface:TileCalculates the next state of the tile in the domain(maze/inventory). Based on the tile and domain state, this method may alter the state of the tile and given domain object. NOTE: may alter domain.- Parameters:
d- domain object, (maze/inventory), where this change is happening.
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