Sprite / Animation / Asset Class Design
Hi. I'm just starting to build some proper sprite, object and animation handling for a small 2D game in C++ with SDL, but my problem is more conceptual than implementation.
I'm having a hard time working out the concepts of asset handling etc, and so I've turned to laying out my attempt in a mind map, I'd appreciate the opinions of anyone who knows better than me!
Thanks in advance.
*edit*
Made a couple of changes.
Paperclip = array
house = class
pencil = struct
key = identifier
Am i missing anything that would be useful?
[Edited by - Gravious on July 30, 2008 8:45:18 PM]
You're missing your requirements. What exactly do you need for your game? :)
Anyway, why are you using ID's instead of references? And what does an image have in common with a sound that justifies the common base class Asset? Why do you store entity positions in both Cartesian and polar notation? Are you sure that every entity will have a name and health? Will every entity be displayed as exactly one animated sprite? Why do you put animation code inside a game entity class?
Anyway, why are you using ID's instead of references? And what does an image have in common with a sound that justifies the common base class Asset? Why do you store entity positions in both Cartesian and polar notation? Are you sure that every entity will have a name and health? Will every entity be displayed as exactly one animated sprite? Why do you put animation code inside a game entity class?
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