Organization of a game

My game is getting more complicated and I am trying to organize everything well so I can update it and add to it later and still use good programming practices. Right now I have a GameCore class that contains several protected instances of different manager classes (classes that manage certain components of the game like all of the projectiles, ships, etc). Each of the managers has a reference back to the GameCore, therefore being able to access everything it needs to. I am running into some problems though like a class in my game needs to access another class that it doesn't/shouldn't have access to. Is this design ok, or do you have any better suggestions? Thanks.

mj_cge:
You made a good point. I came up with a new design idea, kind of like the listeners you were talking about. I will have the CollisionManager detect all of the collisions that are present at the current point in time. CollisionManager will have a public method getCollision() that returns the next collision, or null if there is none. The GameCore can then call this method and decide on what action to take. The Collision (not CollisionManager) class will contain the two sprites that collided for referencing.
luisoft:
Yes my code is based on that (at least some of it). BTW, I really like that book. It has helped a lot. Have you read it?

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    3) Avoid asking the user how they think things should be done. Decide for yourself what is the best way, then present your ideas to the user. That way you can design things so that you can take advantage of the software environment.
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    Ben Rayner
    I am currently active on.. MainStream Preppers
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  • Game Levels in iPhone App

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    Thanks in Advance
    Ravi

    It sounds like you should make several decisions about your program structure before thinking about how to code it. Here are some questions that might help organize your thinking:
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    2) Should I be using at least one view controller? If the view or logic for each level is quite different, maybe I want a separate nib file with a different view controller/view combination for each level.
    3) What kind of transition should take place when the user moves to the next level? This question applies even if the view stays the same, but if the view will change, I need to decide what kind of animation I want.
    4) What kind of support will I need for saving the game? As I think about the structure for each level it might be good to think about how much information needs to be saved for each level. This is secondary to the above questions, but it's helpful to organize state variables before coding begins.
    HTH!

  • Best practice game design

    Having decided to use java to develop what will be for the most part a 2D (overhead) tile-based RPG game I'm wondering what the best practice is for designing a game like this.
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    So far, I've identified two perspectives.
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    This consumes quite a bit of memory (for all the objects and references), and it can be a little tricky incorporating it into the game loop.
    The other aspect is to code the player as the "center of the universe" and everything happens with respect to that player. It becomes easier find relevant objects and interact with them, but it becomes much harder to just drop an object in place.
    Using the prior example, the dragon becomes your combatant. Damage is done to a goblin in the array and it dies. The next enemy in your array dies. Do so much damage to your inventory and remove them as appropriate. Keeping track of what's going on appears to be much more straightforward, but it would be harder to add the evil wizard to the mix.
    This consumes less memory - the game is only worried about things that happen around you as opposed to well... a whole bunch of "entities" at the same time, and is significantly faster and easier to add to the game loop.
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    Obviously, I don't code games for a living. I would think that most games these days are somewhat of a mish-mash. Use a basic state machine as in the FF7 example to keep track of broad activities, and within each activity, let the objects manage themselves in response to events.
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    And say within the movement event, you could have an monster object scream and add itself to the battle mode queue if it detects your player object within such and such a distance.
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  • How Can I organize code with frames ?

    Hello everyone,
    I try to make a very simple game but I have a question. Would you give me a hand, please ?  I'm not a native English speaker, so I hope you get my question
    My game consists of many levels ( a level on each frame ). Each level ( or each frame ) consists of white walls, a green ball, a colorful star, and a yellow key... as you can see in the picture. The green ball should move between the walls without hitting them, and It must hit the key to collect it. When the key is collected, a wall will disappear so that the ball can reach the star, then a player wins. When the ball hits any one of these walls a game over message will appear.
    Each frame has different number of walls and each wall is a movie clip on the main stage. The walls are not inside a container or something like that. The instance names of the walls are wall1 , wall2 , wall3 ... and so on.
    I also have a layer for action script and I wrote the following code:
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    My question is, How to organize the action script layer and the frames so that the error doesn't occur ?
    I thought of an Idea which is to make a copy of wall4 on layer 3, and I will put wall4 in a place where the user will not see it. I don't think this is a good solution.
    I had another Idea, I will make many keyframes ( by pressing F6 ) on the action script layer. and I will modify the code of each keyframe so that the walls that are in IF statement will mach the walls on each frame. but this will take a lot of effort !!
    Would you suggest a smarter solution, please ? such as a For loop or an array.. I don't know how ?
    Thanks in advance,

    //you can initialize an array, eg,
    var wallA:Array=[];
    //reset it on each frame, eg,
    wallA.length=0;
    //populate it on each frame eg,
    for(var i:int=0;i<1000;i++){
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    wallA.push(this['wall'+i]);
    // and then use that array in your hittests, eg
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    return false;

  • How to organize variables for file saving and scalability?

    Hello,
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    Here's an example of my current method...
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    struct
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    I have added spare variables per data type to the structures for each machine, but it's a losing game.  If I add 10 spare variables, I end up needing to store 11 more pieces of data.
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    Thanks,
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    One simple way is to output the data as ASCII comma separated values, with a newline character at the end of each row of data.
    I.E., the only structure to your file data is a "row" of CSV's, with the file containing some number of rows.
    Then, you load the data into Excel, and it will parse the CSV's for you and when it sees the newline, put the next set of CSV's on the next row of the worksheet.
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    So you get an Excel worksheet filled with rows of (possibly varying length) data.   So long as you add data at the end of the row when you redefine what you're saving, anything reading the file should see the same stuff that was always there.
    You can write a macro to reformat or parse the CSV's once they're in the spreadsheet.  With Excel 2007 supporting very large worksheets, you can put a lot of data into one.  I think they expose a C interface for writing fast data manipulation of cell data now too - sort of a fast macro from the Excel viewpoint.  I think the number of columns is 16384 and 1 million rows in a "Big Grid". The Excel 2007 engine is multi-threaded and you can tell it how many cores to use on a multicore machine.
    So the only problem I see is the loss of local structure (your C structs get serialized and get concatenated to one another) but you could re-introduce the structure with a macro.
    Or, if you were to write out serialized binary values and then view the file data using a hex editor like Neo, you can tell Neo what your C structs were and it will pick up binary file data and put it back into the C structs for viewing.
    Or use MatLab to read the CSV's and reformat it.
    Or use the CVI SQL interface and write it out as database records.  I think the SQL toolkit costs extra, maybe it comes with the FDS. 
    Menchar

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