Reusing and simplifying Java code used in an Android game.











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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.



Game is a simple idle idea using buildings to depict real life transformations: Gathering wooden logs by Woodcutter's Hut, sawing the logs into planks by Sawmills etc.



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?










share|improve this question















migrated from stackoverflow.com 35 mins ago


This question came from our site for professional and enthusiast programmers.











  • 1




    The current question title, which states your concerns about the code, is too general to be useful here. The site standard is for the title to simply state the task accomplished by the code. Please see How to Ask for examples, and revise the title accordingly.
    – Jamal
    13 mins ago















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.



Game is a simple idle idea using buildings to depict real life transformations: Gathering wooden logs by Woodcutter's Hut, sawing the logs into planks by Sawmills etc.



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?










share|improve this question















migrated from stackoverflow.com 35 mins ago


This question came from our site for professional and enthusiast programmers.











  • 1




    The current question title, which states your concerns about the code, is too general to be useful here. The site standard is for the title to simply state the task accomplished by the code. Please see How to Ask for examples, and revise the title accordingly.
    – Jamal
    13 mins ago













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.



Game is a simple idle idea using buildings to depict real life transformations: Gathering wooden logs by Woodcutter's Hut, sawing the logs into planks by Sawmills etc.



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?










share|improve this question















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.



Game is a simple idle idea using buildings to depict real life transformations: Gathering wooden logs by Woodcutter's Hut, sawing the logs into planks by Sawmills etc.



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 game android






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 2 mins ago

























asked 36 mins ago









Tatsurou

11




11




migrated from stackoverflow.com 35 mins ago


This question came from our site for professional and enthusiast programmers.






migrated from stackoverflow.com 35 mins ago


This question came from our site for professional and enthusiast programmers.










  • 1




    The current question title, which states your concerns about the code, is too general to be useful here. The site standard is for the title to simply state the task accomplished by the code. Please see How to Ask for examples, and revise the title accordingly.
    – Jamal
    13 mins ago














  • 1




    The current question title, which states your concerns about the code, is too general to be useful here. The site standard is for the title to simply state the task accomplished by the code. Please see How to Ask for examples, and revise the title accordingly.
    – Jamal
    13 mins ago








1




1




The current question title, which states your concerns about the code, is too general to be useful here. The site standard is for the title to simply state the task accomplished by the code. Please see How to Ask for examples, and revise the title accordingly.
– Jamal
13 mins ago




The current question title, which states your concerns about the code, is too general to be useful here. The site standard is for the title to simply state the task accomplished by the code. Please see How to Ask for examples, and revise the title accordingly.
– Jamal
13 mins ago















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