| bio | website | |
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| location | ||
| age | 26 | |
| visits | member for | 1 year, 4 months |
| seen | Apr 24 at 18:43 | |
| stats | profile views | 4 |
I'm a software engineer working on intranet web applications using Java and JSP with Tomcat 6, JavaScript/Ext JS 4, and Oracle PL/SQL. Recently started enterprise iOS development.
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Oct 5 |
awarded | Teacher |
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Oct 5 |
answered | What are some good examples of exuberant in-game instructions for telling the player to repeatedly smash a button? |
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Feb 1 |
awarded | Supporter |
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Feb 1 |
awarded | Scholar |
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Feb 1 |
comment |
Implementing behavior in a simple adventure game I should have figured that components would have been part of the solution. Thanks for the help. |
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Feb 1 |
accepted | Implementing behavior in a simple adventure game |
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Jan 31 |
comment |
Implementing behavior in a simple adventure game Edited my post to better explain my intentions. If I understand your example correctly, it looks like each entity tag corresponds to some subclass of Entity and the attributes define its initial state. I'm guessing child tags of the entity act as parameters to whatever action that tag is associated with, right? |
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Jan 31 |
revised |
Implementing behavior in a simple adventure game Revised wording |
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Jan 31 |
comment |
Implementing behavior in a simple adventure game That works for common, repeatable items. But what about entities that respond uniquely to user input? Creating a subclass of Entity just for a single object groups the code together but doesn't reduce the amount of code I have to write. Or is that an unavoidable pitfall in this regard? |
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Jan 31 |
comment |
Implementing behavior in a simple adventure game Added the code. |
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Jan 31 |
awarded | Editor |
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Jan 31 |
revised |
Implementing behavior in a simple adventure game Added pseudo-code |
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Jan 31 |
awarded | Student |
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Jan 31 |
asked | Implementing behavior in a simple adventure game |