Client Object: Difference between revisions
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imported>Hendrik Brummermann No edit summary |
imported>Javydreamercsw |
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== Discussion == |
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I am strongly opposing putting such game specific attributes and logic into Marauroa. It might be a good idea to create a set of libraries that can help developing certain types of games by providing functionality that is typically used by a game of the respective type. But Marauroa should focus on client/server communication and database persistence. --[[User:Hendrik Brummermann|Hendrik Brummermann]] 18:07, 14 May 2011 (CEST) |
I am strongly opposing putting such game specific attributes and logic into Marauroa. It might be a good idea to create a set of libraries that can help developing certain types of games by providing functionality that is typically used by a game of the respective type. But Marauroa should focus on client/server communication and database persistence. Marauroa does not even know about x and y as your wrongly claimed although most games have coordinates. So adding even more things such as grumpy, buddies, ignore in your code is out of scope for Marauroa. --[[User:Hendrik Brummermann|Hendrik Brummermann]] 18:07, 14 May 2011 (CEST) |
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I'm not saying that my example is the way to go, I'm saying it should be extensible enough. I use interfaces and define the client object at runtime loading by reflections like other objects are (i.e. world implementation). The same should be available for the client object.--[[User:Javydreamercsw|Javydreamercsw]] 22:17, 27 September 2011 (CEST) |
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