I then created an IUpdateStrategy interface, same template as before, but with a non-virtual overloaded Execute(T&, DWORD frame_delta). It also has a protected DWORD field to store the passed-in frame delta in, allowing the Execute(T&), which all IStrategies require, access it.
Finally, I made a simple Collide strategy, which doesn't actually test for collision just yet. It requires a World& and a Keyboard& to use for strategic context, the latter mainly because I'm testing it with the player sprite and I need to be able to move it myself. Those two are passed in via the constructor.
I created a Collide strategy and passed it the player entity, and moved its update code from my Game::Update() function to the Collide::Execute() function. It works! But I feel bad design on the horizon, and I really need to just sit down and thing about how I can best use the Strategies.
~Jonathan
P.S. johnhattan's ConFusebox 2 is insanely addicting. [lol]