1 | | We need a well elaborated class hierarchy for the world entities. We need interfaces, abstrac classes, common functions and a totaly new handling of players (can be controlled by human input, AI or scripts) and many other classes. You'll have to rework and norm functions between classes (for example: a player gets damaged; we need the amount of damage, damage type (fire, projectile, toxin, ...), origin (think about kill messages in online matches), direction and impulse - or maybe you have better ideas). The basic class too needs several new features (triggers, states, saving/loading functions, ...). |
| 1 | == Introduction == |
| 2 | |
| 3 | [[Image(hierarchy.jpg, right, border=1, width=300, nolink)]] |
| 4 | We need a well elaborated class hierarchy for the world entities. World entities are the object in the game world we see and may be able to manipulate. |
| 5 | |
| 6 | == Goal == |
| 7 | |
| 8 | Implement a very generic and clever hierarchy of world entities. Use a smart combination of interfaces, abstract classes and common functions to achieve your goal. |
| 9 | |
| 10 | == Implementation == |
| 11 | We need a totaly new handling of players (can be controlled by human input, AI or scripts) and many other classes. You'll have to rework and norm functions between classes (for example: a player gets damaged; we need the amount of damage, damage type (fire, projectile, toxin, ...), origin (think about kill messages in online matches), direction and impulse - or maybe you have better ideas). The basic class too needs several new features (triggers, states, saving/loading functions, ...).[[br]] |
| 12 | Try to build a very steep hierarchy without complicated handling. You will have to think about a lot of stuff simultaneously. |