June 13 Update
Finally moved into the house, have
internet, and they're almost done working on it! That's the real
life update, but for Thousand Parsec I've been working on the
battleviewer, which is now sporting two new classes: BattleManager
and RoundManager.
BattleManager takes the place of TestBattle, with some extra
functionality to keep the battle progressing (or regressing!) For
the most part though, it maintains a list of RoundManagers.
The RoundManager itself contains a list of BattleScenes, which can
be called up when needed via the next()/prev() methods in
RoundManager.
This upcoming week I'm going to be finishing up these classes so a
battle will be able to progrses smoothly between all event scenes
as well as the important bit, actually having event specific scenes
other than the initial scene where all the battleships and scouts
and frigates (and planets) are just staring at each other.
While my mind is on the topic, some elaboration on how
BattleManager keeps the battle rolling. Right now it checks for the
next/prev flags on the current scene (this is because each scene
handles gui events, probably a better way to go about this, but it
hasn't popped into my mind yet.) If it catches one of these flags
it calls its own respective method which checks the current round
for any more scenes to view and if the round is completely over it
moves on to the next. The current round/event is tracked via a
simple tuple in the BattleManager itself. After all rounds have
been expended, that's the battle and the viewer will exit/pass
control back to the client (ok, so client integration isn't started
yet, but that's the plan eventually.)
Posted by
Landon |
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