Gaming Your Way

May contain nuts.

Abuse of asBroadcast

How pure is pure oop, how usefull are design patterns and how to abuse asBroadcast?

Well, for the current game I'm bound to f8/AS2 because the client's audience is still mostly on f8 and the attempts to make them update the player greatly failed and resulted in a lot of "what is an update of the flash player", "what is a flash player" and "I don't know how" emails ...

The game currently uses my usual structure, that is a single class for the game and some classes for UI, sprites, tiles ... I usually made the game class "LMGame" (LM for the game's name) a singleton, but I wondered if that would be a good practice after all.
(You might guess it, this is a more or less philosophic question.)

I wanted to reduce refrences and singletons to a minimum. (Squize wrote about the problems earlier)

So far I came up with few different methods for accessing the LMGame class from various other classes during the game ...
If needed I pas a reference to the LMGame / needed class but you must admit that this feels rather clumsy.
For the Sprites however I didn't want pass a reference to the LMGame class just to say "Hello" or "I'm dead" ... so I tried a rather unusual way for sprite -> game communication:

While the game has a list of sprites and could call functions directly, I decided to rely heavily on asBroadcast.
I installed a stack (FIFO), to pass values if needed and tried if things were working like I expected ... and they did ... :)

A sprite is moved with this._asBroadcast.broadcastMessage("onTickEvent"); (from the LMGame class' onEnterFrame) and if a sprite dies it places it's id into the stack and calls this._asBroadcast.broadcastMessage("onSpriteDie"); (which is triggered by the LMGame class).

This might seem overly complicated but it really "looks" wonderfull in code and it saves a great deal of thinking, too.

As this is just a "try", I'm not sure if it's going to become very usefull, but I just like trying new "ideas" ...

nGFX

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