[SDL] Where SDL goes in your game
Ryan C. Gordon
icculus at icculus.org
Wed Nov 8 12:06:33 PST 2006
> So it is better to keep everything minimal under the fewest number of
> classes. I must admit, I do tend to want to "over" organize my programs
> but I will think this over. Anyone else have any other suggestions?
It's C and not C++, but consider "PongThing" to be your class in this
example:
http://icculus.org/~icculus/tmp/sdlpong.c
This just used a color and coordinates for a rectangle, but you could
swap those out with an SDL_Surface for each PongThing if you wanted to
do real graphics.
In the case of Pong, you don't really care about specializing balls and
paddles, the generic "thing" concept fits both fine, since they have the
exact same properties...no real need for a subclass. That one PongThing
is in an array named "paddles" and the other is in an array named
"balls" is really all the distinguishing needed.
Peter's absolutely right: you don't want to go class-crazy.
Over-designing something ruins it before you even get started on
coding...knowing when to _stop_ planning and structuring is a zen art
learned over many years...as is learning that global variables aren't
necessarily evil, no matter what the textbook says. :)
--ryan.
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