私は会社のためにゲームを開発しています。私はこのゲームを 2 か月間だけ開発します。会社から、機能を追加する必要があるときに別のプログラマーを雇えるように、コードをクリーンで拡張可能にするように依頼されました。Uncle Bob の Clean Code を読みました。いくつかのコンセプトを実践するのは本当に難しいと思いました。これは私のクラスの 1 つです。
public class MenuScreen extends ScreenAdapter {
private final Game game;
private Stage stage;
private Actor groundActor;
private Actor skyActor;
private Actor titleActor;
private Actor playbtnActor;
private Actor optionbtnActor;
public MenuScreen(Game _game) {
this.game = _game;
}
@Override
public void show() {
this.stage = new Stage(new ScreenViewport());
createGround();
createSky();
createTitle();
createPlayButton();
createOptionButton();
setupStage();
Gdx.input.setInputProcessor(this.stage);
}
public void createGround() {
TextureRegion groundTextureRegion = Assets.instance
.getTextureRegionByName("bg-ground");
this.groundActor = new SRActor(groundTextureRegion);
this.groundActor.setPosition(0, 0);
}
public void createSky() {
TextureRegion skyTextureRegion = Assets.instance
.getTextureRegionByName("bg-sky");
this.skyActor = new SRActor(skyTextureRegion);
this.skyActor.setPosition(0, 0);
}
public void createTitle() {
TextureRegion titleTextureRegion =
Assets.instance.getTextureRegionByName("etc-gametitlebanner");
this.titleActor = new SRActor(titleTextureRegion);
int bottomLeftX = (int) ((Gdx.graphics.getWidth() - this.titleActor
.getWidth()) / 2);
int bottomLeftY = (int) Math.floor(0.6 * this.groundActor.getHeight());
this.titleActor.setPosition(bottomLeftX, bottomLeftY);
}
public void createPlayButton() {
TextureRegion playbtnTextureRegion =
Assets.instance.getTextureRegionByName("etc-playbtn");
this.playbtnActor = new SRActor(playbtnTextureRegion);
int bottomLeftX = (int) (0.01 * this.playbtnActor.getWidth())
+ (Gdx.graphics.getWidth() - (int) this.playbtnActor.getWidth())
/ 2;
int bottomLeftY = (int) (this.titleActor.getY() + 0.25 * this.titleActor
.getHeight());
this.playbtnActor.setPosition(bottomLeftX, bottomLeftY);
}
public void createOptionButton() {
TextureRegion optionbtnTextureRegion = Assets.instance
.getTextureRegionByName("etc-optionbtn");
this.optionbtnActor = new SRActor(optionbtnTextureRegion);
int bottomLeftX = (int) (0.01 * this.optionbtnActor.getWidth())
+ (Gdx.graphics.getWidth() - (int) this.optionbtnActor
.getWidth()) / 2;
int bottomLeftY = (int) (this.titleActor.getY() + 0.05 * this.titleActor
.getHeight());
this.optionbtnActor.setPosition(bottomLeftX, bottomLeftY);
}
public void setupStage() {
this.stage.addActor(this.skyActor);
this.stage.addActor(this.groundActor);
this.stage.addActor(this.titleActor);
this.stage.addActor(this.playbtnActor);
this.stage.addActor(this.optionbtnActor);
}
@Override
public void render(float delta) {
this.stage.act(Gdx.graphics.getDeltaTime());
this.stage.draw();
}
@Override
public void resize(int width, int height) {
this.stage.getViewport().update(width, height, true);
}
@Override
public void hide() {
dispose();
}
@Override
public void dispose() {
this.stage.dispose();
}
}
私の質問は、このクラスは単一責任の原則に違反していますか? すべてのアクターを独自のクラスに分離する必要がありますか? もしそうなら、どのようにコードをリファクタリングすればよいですか?