#BlueJ class context comment0.params= comment0.target=InvadersWorld() comment1.params=worldWidth\ worldHeight\ cellSize comment1.target=InvadersWorld(int,\ int,\ int) comment1.text=\n\ InvadersWorld\ constructor.\ Creates\ and\ initializes\ all\ objects\ that\ are\ necessary\ for\n\ gameplay.\ The\ section\ that\ creates\ the\ two\ manually\ controlled\ spaceships\ might\ be\ of\ special\n\ interest.\ They're\ marked\ in\ the\ source\ code.\n comment2.params=side\ value comment2.target=void\ setHealthBar(int,\ int) comment3.params=side\ value\ max_value comment3.target=void\ setHealthBar(int,\ int,\ int) comment4.params= comment4.target=void\ act() comment4.text=\n\ Actions\ that\ a\ world\ just\ has\ to\ perform.\ Main\ things\:\n\ \ 1.\ Create\ random\ spaceships.\n\ \ 2.\ Delete\ objects\ in\ the\ deletion\ list.\n\ \ 3.\ End\ the\ game\ if\ necessary.\n\ \ \n\ \ TODO\:\ Increase\ difficulty\ (i.\ e.\ ship\ levels,\ probabilities)\ over\ time.\n comment5.params=x\ y\ c_side comment5.target=void\ maybeCreateCollectible(int,\ int,\ int) comment5.text=\n\ Usually\ called\ by\ dying\ spaceships,\ this\ rolls\ a\ dice\ and\ maybe\ creates\ a\ collectible\n\ at\ that\ very\ place.\n comment6.params=x\ y\ c_side comment6.target=void\ createCollectible(int,\ int,\ int) comment6.text=\n\ Uses\ the\ side's\ collectible\ factory\ to\ get\ a\ random\ collectible.\n\ \n\ @see\ CollectibleFactory\n comment7.params=obj comment7.target=void\ addObjectToDestroy(QuantumObject) comment8.params=winner comment8.target=void\ gameOverNextTurn(int) comment9.params=winner comment9.target=void\ gameOver(int) comment9.text=\n\ Called\ when\ the\ game\ is\ totally\ over,\ this\ method\ displays\ an\ end\ screen.\n\ \n\ TODO\:\ scoring.\n numComments=10