IAT 800 Lecture 6 Methods and Classes Oct 6, Fall 2009 IAT 800 Today A few good programming practices Methods Classes – Rockets, asteroids – Subclasses – Methods that return values – BImage Oct 6, Fall 2009 IAT 800 Good Practices Comments are your friend! – Put a block of commenting at the top of each program that explains what it does – Comment in code what a section will do – Comment when you appropriate code!! Auto-format is also your friend!! Your programs will have at least three sections • Variable declaration • setup() • draw() Oct 6, Fall 2009 IAT 800 Methods Methods, also known as – Functions (methods which return something) – Procedures (methods which don’t return stuff) Method declaration void vendingMachine( int coinCents ){ println("You inserted "+coinCents+" cents."); } Method call int quarter = 25; vendingMachine(quarter); Oct 6, Fall 2009 IAT 800 Methods Method declaration parameter void vendingMachine( int coinCents ){ println("You inserted "+coinCents+" cents."); } void means doesn't return anything • The method declaration is like a blueprint • Doesn't matter if declaration is before or after call! • Parameter name (e.g. coinCents) is just the name given to data passed into the method… Oct 6, Fall 2009 IAT 800 Methods Method call argument int quarter = 25; vendingMachine(quarter); • vendingMachine(quarter) == vendingMachine(25) • Method call must occur in either setup(), draw(), or another method… • You can call it as many times as you like! – vendingMachine()s for everyone!! Oct 6, Fall 2009 IAT 800 Classes Types – Primitives: int, float, char, boolean … – Objects: array, string, class … Oct 6, Fall 2009 IAT 800 Objects We’ve worked with some objects before, like Arrays. We can make our own objects, to keep related data together, with methods to control that data. Oct 6, Fall 2009 IAT 800 Classes Classes are the blueprints for our new objects. To declare a new Class (a new type of object): class MyToy { // fields (class variables) // methods (class functions) } Oct 6, Fall 2009 IAT 800 Fields and Methods class MySquare { int xPos, yPos; MySquare(x, y) { xPos = x; yPos = y; } } fields constructor y drawMe() (one kind of method) void drawMe() { rect(xPos, yPos, 50, 50); } Oct 6, Fall 2009 x methods IAT 800 Fields and Methods x class MySquare { int xPos, yPos; drawMe() MySquare(x, y) { xPos = x; yPos = y; } } y 10 10 void drawMe() { rect(xPos, yPos, 50, 50); } drawMe() square1 MySquare square1 = new MySquare(10, 10); MySquare square2 = new MySquare(20, 90); Oct 6, Fall 2009 IAT 800 20 90 drawMe() square2 Fields and Methods x class MySquare { int xPos, yPos; drawMe() MySquare(int x, int y) { xPos = x; yPos = y; } } 10 10 drawMe() void drawMe() { rect(xPos, yPos, 50, 50); } square1 MySquare square1 = new MySquare(10, 10); MySquare square2 = new MySquare(20, 90); square1.drawMe(); square2.drawMe(); Oct 6, Fall 2009 y IAT 800 20 90 drawMe() square2 Arrays of Objects? Let’s make a bunch of squares! MySquare[] squares = new MySquare [10] ; // initialize all of our squares. for (int i = 0; i < 10; i ++) { squares[i] = new MySquare(i*10, i*10); } squares[4].drawMe(); // draw the 4th square. Oct 6, Fall 2009 IAT 800 Asteroids Let’s adapt this to make an array of Asteroids for our rocket from lecture 4 class Asteroid { //fields float rotation = 0; float xPos, yPos; float velocityX, velocityY; long lastDrawMillis = 0; … } Oct 6, Fall 2009 IAT 800 Asteroids When we create an asteroid, let’s have it start in a random position, and move in a random direction. class Asteroid { … // constructor Asteroid() { xPos = random(0, 400); yPos = random(0, 400); rotation = random(0, TWO_PI); velocityX = sin(rotation)*10; velocityY = -cos(rotation)*10; } Oct 6, Fall 2009 IAT 800 Asteroids class Asteroid { … // draw method void drawMe() { Oct 6, Fall 2009 IAT 800 Revisit our example So far we have a rocket that flies around in a field of asteroids What if we want our rocket to be able to fire – But we don’t want to get rid of our non-firing rocket Create a subclass! Oct 6, Fall 2009 IAT 800 Inheritance Subclasses inherit fields and methods from parent class ArmedRocket extends Rocket { … } Oct 6, Fall 2009 IAT 800 Our subclass needs a constructor Our empty ArmedRocket example creates an error – Processing doesn’t know how to construct an ArmedRocket We want the ArmedRocket constructor to do the same work as the Rocket constructor ArmedRocket(int initialX, int initialY, float initialRot) { super(initialX, initialY, initialRot); } The keyword super means to refer to the parent class. In this case, to call the Parent Class Constructor Oct 6, Fall 2009 IAT 800 Now we have ArmedRocket We can use an ArmedRocket now in our example But, it’s basically just a copy of Rocket The only reason to define an ArmedRocket is to add new capabilities or to override old ones Oct 6, Fall 2009 IAT 800 Add a fire() method We want our fire method to draw a missile that shoots out of the rocket We could have the fire method draw the missile… – Is there a problem with this? Oct 6, Fall 2009 IAT 800 Missiles should also be objects The object oriented solution is to make the missile an object as well – All the different types of “things” in our domain should have a corresponding class Like asteroids and rockets, the missile class should know how to draw itself – A Missile is similar to a rocket (position, rotation, draw method, etc.) Now our ArmedRocket.fire() method can just create and return a missile Oct 6, Fall 2009 IAT 800 The fire() method Missile fire() { Missile m = new Missile(xPos, yPos, rotation); return m; } Now Oct 6, Fall 2009 add code in loop to draw missiles IAT 800 Using the keyPressed() method keyPressed() is a built in Processing method that is called when a key is pressed Oct 6, Fall 2009 IAT 800