Yes conceptually it makes sense... something like this in my level class?
(it contains all the data for player, background, enemies, bullets, etc.)
class Level{
Player player;
GameInput input;
update{
if( input.getInput() = foo){
player.doBar();
}
}
Am I thinking about it the right way? It seems like it could get complicated if I have multiple buttons pressed....
be-the-ero.net -
Yes from your example I totally see the benefit of interfaces. A question though... I have render/ update methods in my baseObject that everything else is derived from. Is it better to put that into an interface or should I just keep it as it is? I am guessing if I dont need to override the functionality just keep it in the base class but if I want each object to hande the function differently make an interface? It is definitely a learn as you go process.
Also, yeah I am slowly trying to refactor my code as I learn more about this stuff, it can get frustrating at times because I end up breaking my game every time i end up coding and end up recoding stuff but I am enjoying it and learning alot about it.
Thanks Again!