I think one of the first mistakes a lot of programmers make is trying to be perfect on the first go. What we should really be doing is trying to see how much of our ideas we can actually get working. To put it shortly...
Does the code I have work? Yes. Move on.
Well, the thing is, that I've known how to program in Java for over a decade already. It's just that I haven't used it significantly after graduating and that I'm new to using it for game development. So considering that, I feel like I should focus on good programming practices more than a total newbie.
Other than that, you'll pull yourself into a very difficult programming practice called re-factoring, followed by the nasty one of over-optimizing. This is very counter-intuitive to game making. Just like being asked to wash a car, but spending an entire day to get out one tiny spot.
Oh, I wasn't aware of those. To be honest, all I was thinking was: "Did I create all the classes I need to create instead of dumping all the logic into one class?" and "Is there a more elegant way of handling the logic that I did?"
If the size of your game is small, you might not need to worry about it too much. Splitting up classes is great practice regardless, but you really have to plan it out before you start to code. Decide which areas you want to split up from the other areas, then code toward it. Doing it now will cause you to re-factor early.
Yeah I agree, which is why I thought to ask about it now, while I'm very early in development and have very little to show for rather than down the road.
No actually. The bindings are not all universal because each controller uses different mappings. Since it is for your own reference, my suggestion is to write down the names that will be easy for you to remember in the future.
How do programmers usually code to handle the different button names from one gamepad to another?
Each game is different and requires different attention to detail. If the collision detection you have is "working", I'd suggest just leaving it as is and moving on to the next portion. Looking over the code, I don't see anything wrong with your implementation. The only way I'd change it is if the character object isn't behaving exactly like you want it. If it is good enough, just leave it and continue on.
There are methods for collision detection strung about Java-Gaming. If you are unsure about it, then you might want to try looking it up.
Thanks! Glad to hear that.