Timeline for XNA - Static classes from game libraries executing after content pipeline extensions, how to avoid the problem?
Current License: CC BY-SA 3.0
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Jun 16, 2011 at 21:25 | comment | added | BlueRaja - Danny Pflughoeft |
Then each Tile (class which represents a single tile displayed on the screen) would reference a single TileType . If enough of your tiles have unique behaviour that requires special code, you will want to use a class hierarchy instead.
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Jun 16, 2011 at 21:25 | comment | added | BlueRaja - Danny Pflughoeft |
Another note unrelated to my answer above/below: if you find yourself doing if /switch statements that simply return different types, you probably want those values to be part of the class instead. In your case, I would create a TileType class, which contains information (texture, save-file-letter, etc.) about each type of tile. Then to get a TileType from a letter, just search through your list of TileTypes , or if you're concerned about performance, store a static Dictionary<char, TileType> in the TileType class (you can fill it automatically in the TileType constructor).
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Jun 16, 2011 at 6:00 | history | answered | Jesse Emond | CC BY-SA 3.0 |