user28775
user28775

Reputation: 169

why can't this be static?

package com.evansgame.newproject.fps;
import java.util.concurrent.locks.ReentrantLock;
import java.util.*;
abstract class Weapon{
  int weaponID;//why can't this be static?
  DrawMe drawMe;//why can't this be static?
  int itemID;
  float x;
  float y;
  float z;
  static ReentrantLock weaponsLock = new ReentrantLock();
  static LinkedList<Weapon> weapons = new LinkedList<>();
  boolean active = true;
  Weapon(int itemID, float x, float y, float z){
    this.itemID = itemID;
    this.x = x;
    this.y = y;
    this.z = z;
  }
  static class Bazoooka extends Weapon{
    static final int WEAPON_ID = 0;
    static final DrawMe bazoookaDrawMe = DrawMe.colorClone(DrawMe.loadModel("bazoooka"),0,.1f,.8f,1,0,.2f);
    Bazoooka(int itemID, float x, float y, float z){
      super(itemID,x,y,z);
      drawMe = bazoookaDrawMe;//same across all Bazoookas
      weaponID = 0;//same across all Bazoookas
    }
  }
}

Variables weaponID and drawMe are to be the same across all Bazoooka instances. When I'm accessing instances of Weapon I need the weaponID and DrawMe for whatever type of weapon it happens to be. It feels like these variables are static why do I have to use instance variables for them?

Upvotes: 1

Views: 75

Answers (3)

user28775
user28775

Reputation: 169

I ended up using an enum

package com.evansgame.newproject.fps;
import java.util.concurrent.locks.ReentrantLock;
import java.util.*;
class Weapon{
  static enum WeaponEnum{
    NO_WEAPON(0, new DrawMe(),Player.loadAnimation("standing"),Player.loadAnimation("run"))
    ,BAZOOOKA(1, DrawMe.colorClone(DrawMe.loadModel("bazoooka"),0,.1f,.8f,1,0,.2f),Player.loadAnimation("standWithBazoooka"),Player.loadAnimation("runWithBazoooka"));
    final int WEAPON_ID;
    final DrawMe DRAW_ME;
    final Moment[] STANDING_ANIMATION;
    final Moment[] RUNNING_ANIMATION;
    WeaponEnum(int id, DrawMe d, Moment[] standingAnimation, Moment[] runningAnimation){
      WEAPON_ID = id;
      DRAW_ME = d;
      STANDING_ANIMATION = standingAnimation;
      RUNNING_ANIMATION = runningAnimation;
    }
  }
  static ReentrantLock weaponsLock = new ReentrantLock();
  static LinkedList<Weapon> weapons = new LinkedList<>();
  WeaponEnum weaponType;
  int itemID;
  float x;
  float y;
  float z;
  boolean active = true;
  Weapon(WeaponEnum weaponType, int itemID, float x, float y, float z){
    this.weaponType = weaponType;
    this.itemID = itemID;
    this.x = x;
    this.y = y;
    this.z = z;
  }
}

Upvotes: 0

Jorn Vernee
Jorn Vernee

Reputation: 33895

You could use getters instead of just fields:

abstract class Weapon {
    abstract int getID();
    abstract DrawMe getDrawMe();
    ...
}

Then in the Bazooka class you just override those methods like:

static final int WEAPON_ID = 0;
static final DrawMe bazoookaDrawMe = DrawMe.colorClone(DrawMe.loadModel("bazoooka"),0,.1f,.8f,1,0,.2f);

@Override
int getID() {
    return WEAPON_ID;
}

@Override
DrawMe getDrawMe() {
    return bazoookaDrawMe;
}

Upvotes: 1

Hovercraft Full Of Eels
Hovercraft Full Of Eels

Reputation: 285405

One option: give the abstract class a abstract public int getId(); method declaration. Let each sub-type override this returning its own static field result. But the static field should be declared in the subclass not the abstract parent.

public abstract class Weapon {
    public abstract int getId();
    public abstract DrawMe getDrawMe();    

    // .... other fields
}

public class Bazooka extends Weapon {

    private static final int BAZOOKA_ID = 200;
    private DrawMe drawMe;

    @Override
    public int getId() {
        return BAZOOKA_ID;
    }

    @Override
    public DrawMe getDrawMe() {
        if (drawMe == null) {
            drawMe = new BazookaDrawMe();
        }
        return drawMe;
    }

}

Upvotes: 0

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