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age 23
visits member for 2 years, 1 month
seen Oct 21 '13 at 1:54

I'm a Computer Science student at the University of Georgia, but I do a lot of school-unrelated programming because I love it. Currently, I'm mainly using/learning Haskell.

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Sep
24
awarded  Autobiographer
Aug
19
comment How to move player based on existing Game state?
Thanks for the answer. I did consider this, but then I'd have to include everything that needed the GameState in the same file in order for everything to work right, which would involve including the Enemy class, which is just too much.
Aug
17
awarded  Scholar
Aug
17
accepted How to move player based on existing Game state?
Aug
17
comment How to move player based on existing Game state?
I think I understand now. I was a little bit confused because I was still under the impression that the World housed the Player/NPCs as well. This makes more sense -- thank you for your help!
Aug
17
comment How to move player based on existing Game state?
How does the controller know if it can move without direct access to the obstacles? I guess that's what I'm confused about -- if I have a move() function in my Player class that needs to query the obstacles list, how do I get that? Just pass them from the World class to the character controller? Is there a place I can read up on this type of design? It might help to see a concrete example, etc.
Aug
17
comment How to move player based on existing Game state?
Thanks for the answer! One question though; I'd have a list of obstacles in my character controller to keep the player bound. Would I need to copy the same list of obstacles over to an enemy controller?
Aug
17
asked How to move player based on existing Game state?
Sep
26
awarded  Critic
Sep
26
awarded  Supporter
Sep
22
awarded  Teacher
Sep
22
comment Why do most 2D platformers start off in the left and progress in the right direction?
We read from left to right, so it feels more natural. That's my instinctual answer.