Archive for September, 2009

Egad, two updates in as many days?!

Wednesday, September 30th, 2009

Yep, that’s right, I’m writing blog posts on consecutive days now. Whatever next; Twitter?

Anyway, I’ve tapped on my keyboard a bit more and have now gotten rid of those pesky Piece and Debris classes once and for all, and fixed up some bugs that have crept in during my purging. Pieces are now defined by their behaviour components, which take their parameters from good old objects.xml. To show off how fantabulous this is, I went and added raise pieces in the shapes of crosses, lines and blocks, and had them hooked into the game in probably under a minute.

Eye candy is always nice, so here’s a screenshot of the CITS after a couple of minutes of play:

Busy island

No more buildings any more

Monday, September 28th, 2009

I’ve done a wee bit more work; the Person class is now completely gone and replaced by GameObjects with PersonBehaviourComponents. Also Building, and its subclasses SmallHouse, LargeHouse and RaisableHouse are gone, replaced by GameObjects with NormalBuildingBehaviourComponents and RaisableBuildingBehaviourComponents. What this means to me is squeaky clean code and the right to lord it up over other programmers, and what it means for you is that I can now edit my objects.xml file to have a “Lighthouse”, “Observatory”, “Sheep Factory” and so on without having to go through lots of copying and pasting (and subsequent maintaining) of lots of C++ code. Hurrah!

I actually removed Person a little while ago, but I didn’t think you’d be particularly interested. Not that removing Building and friends is any more interesting to you but it was quite significant to me! That, and Rich told me to write another post. Is this satisfactory, o great blog critic? :)