I am developing a space shooter game with customizable ships. You can increase the strength of properties in any number of ships through a pair of radar chart *. Internally, I present each ship as a subclassified SpaceObject
class, in which there is a Ship Info
that describes the various properties of that vessel .
is a relatively simple API that gives me the feed in the properties of all ships for a block of relative powers (allowing maximum maximum radar chart) (some of these are the underlying real set of properties Simplicity) and a Ship Info class I can assign to a playerships
class (an object that is immediately ready to be a player ship).
I can develop the code to make changes between simplified and actual properties, but I would like some recommendations as provided by this translator to reduce the pain of interaction with the code Ways to go with architecture 5 + arguments or any other crap. Anyone have any ideas?
* = Actually not implemented yet, but this is the plan.
What about builder patterns? You can have a static FillDefaults
method on your Ship Info class and then assigns each property of Ship Infoband through an example method that is working the way you are doing Returns from:
ShipInfo.FillDefaults () CalculateSomething (50) .AssignName ("test ...") RelativeFiringPower (10) .ApplyTo (myShip) ..
Within ShipInfo, this will look something like this:
Public Static Ship Info Fill Defaults () {ShipInfo New Instance = ...; // Some default setup returns new internals here; } Calculate the Public ShipInfo count some (int base) {// some calculation // return some values internally; } // Follow this pattern of methods: Apply Public Zero (SpaceObject obj) {// Some checks are here if you obj.ShipInfo = this; }
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