Вот мой код. Я делаю базу данных fortnite, используя GUI и JavaFX. Я хочу, например, добавить изображение Rockets.png с информацией, предоставляемой с каждым элементом, как бы я сделал это, я бы поместил это здесь
objList.put ("Ракеты", новые боеприпасы ("Ракеты", 2,12, "Ракеты используются исключительно взрывным оружием." + "\ nМакс. стек может варьироваться в LTM, включая Team Rumble." + "\ nВсе боеприпасытипы могут быть найдены в стопках вдвое больше, чем обычно. "));
import java.util.HashMap;
public class DbFill {
public static HashMap<String,String> loadDisamb() {
HashMap<String,String> disamb = new HashMap<String,String>();
disamb.put("wood","Wood");
disamb.put("stone","Stone");
disamb.put("metal","Metal");
//MATERIALS END
//AMMO START
disamb.put("light bullets","Light Ammo");
disamb.put("light ammo","Light Ammo");
disamb.put("small bullets","Light Ammo");
disamb.put("small ammo","Light Ammo");
disamb.put("medium bullets","Medium Ammo");
disamb.put("medium ammo","Medium Ammo");
disamb.put("heavy ammo","Heavy Ammo");
disamb.put("shells","Slugs n Shells");
disamb.put("shotgun shells","Slugs n Shells");
disamb.put("shotgun ammo","Slugs n Shells");
disamb.put("slugs n shells","Slugs n Shells");
disamb.put("slugs and shells","Slugs n Shells");
disamb.put("rocket ammo","Rockets");
disamb.put("rockets","Rockets");
disamb.put("rocket","Rockets");
//AMMO END
//TRAPS START
disamb.put("trap","Damage Trap");
disamb.put("damage trap","Damage Trap");
disamb.put("spike trap","Damage Trap");
//TRAPS END
//HEALING START
/*
* Bandages
* Medkit
* Small Shield Potion (Mini Shield/Minis)
* Shield Potion (Shield Pot/50 Pot)
* Flopper
* Small Fry
* Slurpfish
* etc.
*/
//HEALING END
//THROWN START
/*
* Rusty Can
* Grenade
* Mythic Goldfish
* etc.
*/
//THROWN END
//OTHER START (i don't even know what goes here, just in case)
//OTHER END
//FORAGED START
//FORAGED HEALS START
disamb.put("apple","Apple");
disamb.put("mushroom","Mushroom");
disamb.put("shieldshroom","Mushroom");
disamb.put("slurpshroom","Slurpshroom");
disamb.put("slurp mushroom","Slurpshroom");
//FORAGED HEALS END
//FORAGED END
//WEAPONS START
//ARs START
disamb.put("common assault rifle","Common Assault Rifle");
disamb.put("gray Assault Rifle","Common Assault Rifle");
disamb.put("grey Assault Rifle","Common Assault Rifle");
disamb.put("common ar","Common Assault Rifle");
disamb.put("gray ar","Common Assault Rifle");
disamb.put("grey ar","Common Assault Rifle");
disamb.put("uncommon assault rifle","Uncommon Assault Rifle");
disamb.put("green assault rifle","Uncommon Assault Rifle");
disamb.put("uncommon ar","Uncommon Assault Rifle");
disamb.put("green ar","Uncommon Assault Rifle");
disamb.put("rare assault rifle","Rare Assault Rifle");
disamb.put("blue assault rifle","Rare Assault Rifle");
disamb.put("rare ar","Rare Assault Rifle");
disamb.put("blue ar","Rare Assault Rifle");
disamb.put("epic assault rifle","Epic Assault Rifle");
disamb.put("purple essault rifle","Epic Assault Rifle");
disamb.put("epic ar","Epic Assault Rifle");
disamb.put("purple ar","Epic Assault Rifle");
disamb.put("purple scar","Epic Assault Rifle");
disamb.put("legendary assault rifle","Legendary Assault Rifle");
disamb.put("gold assault rifle","Legendary Assault Rifle");
disamb.put("legendary ar","Legendary Assault Rifle");
disamb.put("gold ar","Legendary Assault Rifle");
disamb.put("gold scar","Legendary Assault Rifle");
//ARs END
//SMGs START
//SMGs END
//SHOTGUNS START
//SHOTGUNS END
//SNIPERS START
//SNIPERS END
//BOOM BOW
//BOOM BOW
//WEAPONS END
return disamb;
}
public static HashMap<String,FNObj> loadObjList() {
HashMap<String,FNObj> objList = new HashMap<String,FNObj>();
objList.put("Wood", new Material("Wood"));
objList.put("Stone", new Material("Stone"));
objList.put("Metal", new Material("Metal"));
//MATERIALS END
//AMMO START
objList.put("Light Ammo",new Ammo("Light Bullets",18,"Light bullets (also known as \"small bullets\") are used primarily by SMGs."
+ "\nIf found with a Minigun, a stack of 90 will be found instead of the normal amount."
+ "\nAll ammo types can be found in stacks of twice as much as normal."));
objList.put("Medium Ammo",new Ammo("Medium Bullets",10,"Medium bullets are used primarily by Assault Rifles."
+ "\nAll ammo types can be found in stacks of twice as much as normal."));
objList.put("Heavy Ammo",new Ammo("Heavy Bullets",6,"Heavy bullets are used primarily by Sniper Rifles."
+ "\nAll ammo types can be found in stacks of twice as much as normal."));
objList.put("Slugs n Shells",new Ammo("Slugs 'n' Shells",4,"Slugs 'n' Shells are used by Shotguns."
+ "\nAll ammo types can be found in stacks of twice as much as normal."));
objList.put("Rockets",new Ammo("Rockets",2,12,"Rockets are used exclusively by explosive weapons."
+ "\nMax Stack may vary in LTMs, including Team Rumble."
+ "\nAll ammo types can be found in stacks of twice as much as normal."));
//AMMO END
//TRAPS START
objList.put("Damage Trap", new Trap("Damage Trap",Rarity.Uncommon,1,"The Damage Trap (also known as a \"Spike Trap\") can be placed on any wall, ceiling, or floor, and deals 150 damage in the tile in front of it 1 second after being triggered."));
//TRAPS END
//HEALING START
/*
* Bandages
* Medkit
* Small Shield Potion (Mini Shield/Minis)
* Shield Potion (Shield Pot/50 Pot)
* Flopper
* Small Fry
* Slurpfish
* etc.
*/
//HEALING END
//THROWN START
/*
* Rusty Can
* Grenade
* Mythic Goldfish
* etc.
*/
//THROWN END
//OTHER START (i don't even know what goes here, just in case)
//OTHER END
//FORAGED START
//FORAGED HEALS START
objList.put("Apple", new ForagedHeal("Apple","Found on the ground, especially near trees in fields.",1,5,HealType.Health));
objList.put("Mushroom", new ForagedHeal("Mushroom","Found on the ground, especially near trees in forests.",1,5,HealType.Shields));
objList.put("Slurpshroom", new ForagedHeal("Slurpshroom","Found in Slurpy Swamp.",1,5,HealType.Adaptive));
//FORAGED HEALS END
//FORAGED END
//WEAPONS START
//ARs START
objList.put("Legendary Assault Rifle", new Weapon("Assault Rifle",Rarity.Legendary,"",true, AmmoType.Medium, 0, 0, 0, 0, 0, 0)); // these numbers are wrong
//ARs END
//SMGs START
//SMGs END
//SHOTGUNS START
//SHOTGUNS END
//SNIPERS START
//SNIPERS END
//BOOM BOW
//BOOM BOW
//WEAPONS END
return objList;
}
}