Amoeba grid method game
And finally, we can provide an iterator that will call a provided function fn once for each cell in the cave:. Using the eachCell helper, we can now implement our game. NOTE: in the set helper method described previously, we stored the current frame this. Updating boulders and diamonds gives us a good insight into the general pattern for updating all of the different types of OBJECT s that might be in the cave - so lets take a closer look:.
Updating butterflies is implemented almost identically to updating fireflies except they rotate the other direction. When an explosion occurs, we want to consume the neighbouring cells, and possibly set off a chain explosion:. There is obviously a few details left out here such as how we collectDiamond or winLevel. If you view the source code you will find they are fairly small auxiliary methods that increase counters or set some additional game state to trigger an end game.
Maybe it helps to look at it from the grid perspective. What do you need the grid for exactly? And more importantly, does the grid NEED to know all those implementation details? Are you making it generic only to avoid some casting when reading from it? Could you use a 2D array instead and implement the "grid" stuff as "static" methods in some Utils class which operates on any 2D array? To build on what Kurt-Dekker said.
Is the logic you perform on the grid really that complex that it justifies the creation of the generic grid? Another suggestion. That way you can still wrap any data you want in a Cell but keep the generics and the data knowledge out of your Grid. Do you truly need different Cells or is it just that data T?
All that said. If that's still the solution you feel most comfortable with. Go for it. There is nothing inherently wrong with it. Last edited: Oct 11, I hadn't expected to meet with so much resistance! Getting pushback like this from more experienced devs definitely makes me pause and re-evaluate my intentions. I guess there are a few reasons I want flexible grid and cell classes: I love making grid-based games.
I expect to make a lot of them. With an overarching grid class, I could make lots of different kinds of grids for different games. PuzzleGrid could have a Solve method, ConwayGrid could have a Simulate method, and they could all share the same basic grid logic without require constant rewrites of that logic. One of my favorite Unity devs on YouTube has a custom grid class that uses generics. Search games. Find a game. Advertisement blocked. I get it, ads suck. However, this website is run by one person and these ads help make it possible to keep the website running.
If you like this website, please consider whitelisting the website in your ad blocker, we will not be able to exist otherwise. Amoeba Tag An active, team-building, icebreaker, wide game. Comment Post comment Upvoted. How To Play Amoeba Tag If you don't know anything about science, an Amoeba is a type of cell that eats other cells by wrapping itself all the way around it, engulfing it to become its lunch making the cell grow bigger.
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