After that I took a break from recoding the same old stuff
and went to work on a new feature: ghosts!
Except the moment I began working on it, I realized that it
can do a lot of what the player can do: move through rooms, open doors,
etc. I need to move some things around
again.
Now I see the
appeal of object-oriented programming.
Finally I have a need! So now
I've restructured so there is a Character class that both the Player and NPCs
inherit from.
Well, I was hoping to be able to shrink the Player class a
bit, and I did... but just a teensy bit, nothing major, just some shared
variables. Unfortunate the Move command,
for instance, is far more complex for the Player than it needs to be for the
ghosties. Better than nothing, to get
those couple of basic functions together, at least.
Man, when I get tired of trudging through the mud of
recoding what I've already done, and I move on to a new feature, it just makes
me rethink other major structures I've got in place.
Next, though, comes working on the realtime textbox. Ghosts don't matter much if you don't get to
see their effects. What kind of event
listener do you need for autonomous stuff running in the background? Is that even the proper way to do that? My initial thought is to check on each
frame... something. I want to make a
generic listener that can take a ping from a ghost, or other realtime
events. Perhaps it requires a custom
event, or perhaps there's something I just don't know about that already exists
that can take some kind of internal signal.
Or perhaps there's a completely different way to do it that
doesn't require a listener at all.
Perhaps ghosts and any other realtime object can have a pointer to the
Interface class so they can manipulate the realtime textbox directly. I think I'll try that and see if it works.
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