New answers tagged gameobject
Terrain works. You could also divide it into Terrain_water and Terrain_land
Like Hatberg said I used to hear them called "Props" when I was younger but after I took a few game development classes in college (ironically taught by the founder for Iron Lore Entertainment (Brian Sullivan) who made/designed Titan Quest) I heard purely decorative game objects being called "Set Dressing". I guess it's just a synonym for Prop but I find ...
Something which is part of the set is a "fixture", or "landscaping".
"Decoration" has always been the name I've given to non-interactive, non-collidable elements. When using flixel I would have level data defined by three separate layers Solid, Interactive and Decoration. Solid and Decoration would then be loaded into Tilemaps, both would be rendered but collision checks would only be made against Solid.
I would use the word Doodad for those environmental things as it's a standard. When editing in both Titan Quest and StarCraft's Map Editor, they're referred to as Doodads. http://starcraft.wikia.com/wiki/Galaxy_Map_Editor#Terrain
You could call them Entities and give them an Environment tag as an enum. You could also go with a component based design and just attach a "Render" component so that all that happens to these environments is they sit there and look pretty. Calling Trees and environments Entities may not sit well with people, but to me it makes sense to call them "entities" ...
I believe Prop ( See: http://en.wikipedia.org/wiki/Theatrical_property and https://developer.valvesoftware.com/wiki/Prop_Types_Overview ) is commonly used. There are less ambiguous alternatives, for example Blizzard uses the word Doodad.
Your question seems indeed a bit confusing. I assume you are asking about the problem, how some specific code piece (e.g. the function responsible for firing a bullet within the mob unit) should get to the information about "how to fire the bullet" and "what bullet type" and so on? Here are some solutions: Just use globals and get over it ;) In gaming ...
What's wrong with just making it a global? Making a game is significantly more important and rewarding that adhering to academic purity. Just get the job done. That said, another option is to store a pointer to the owning State in the game object. It's wasteful if you're just using it to avoid having a single global pointer but it can be a boon if you ...
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