Butko wrote:Trying to figure out hot to put together those sprites for character animation. Any hint which class hold this?
That would be the haven.Layered class. However, the actual information it receives comes from the server.
Butko wrote:After reading source ocde of client I must admit that this is very bad style of coding. No comments, names of variables are like aliens or chineses language... ugh... Total mess.
Heh, I feel I must respond to this. :)
I think those long, descriptive variable names that are so common in Java programs cause more trouble than relief. When I read code, I read code, not English, and variable names are merely symbolic; they are references to nodes in the dataflow graph to me, and as such their primary quality is distinguishability, not descriptiveness. (Many variables, being merely the dataflow tags that they are, have no properly defined semantic that can be described anyway.) Long variable names make it harder, I think, to parse the actual structure of the dataflow graph, since they outcompete the structural components of the text, such as operators and groupings, for screenspace and, more importantly, locality.
More important, then, I believe it is to structure the code to properly correspond to the intended semantics of the algorithm it represents. Admittedly, however, that is very hard to do in Java (because Java sucks in many ways, the descriptions of which are beyond the proper scope of this comment), so the client code
is quite a bit ugly in many places, but not quite in the way you describe. I would have much rather written the client in another language, but I badly wanted the Internet distributability which is Java's foremost quality.
As for comments, I don't really think it can be motivated for me to waste time in commenting code that I really only ever intended myself to read. ;)