Scene Object #61

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opened 2024-03-09 21:01:01 +00:00 by john · 0 comments
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45 feat: Scene Object to encapsulate key callbacks [depends on window object]

Depends on #34

Also have a look at #14

This would be a better alternative to the mcrfpy.___Scene methods - give a Scene a .activate() method and keypress methods and my annoyances with scene configuration are gone.

It might be harmonious to consider if Scene can be a UIDrawable, and if Scenes could fall under the #39 naming system for finding them. It's a bit of a loose fit as Scenes don't currently "get rendered", but it could work:

  • GameEngine holds all the Windows
  • Windows hold their own Scenes in a SceneCollection, in the same way that Grids hold Entities in EntityCollections. (#51 - Scenes and Entities may both end up as UIDrawables but these are specialized use cases that don't apply to the base class)
  • Windows can send and receive Scenes with similar logic to how Grids send and receive Entities. (see #30)
45 feat: Scene Object to encapsulate key callbacks \[depends on window object] Depends on #34 Also have a look at #14 This would be a better alternative to the `mcrfpy.___Scene` methods - give a `Scene` a `.activate()` method and `keypress` methods and my annoyances with scene configuration are gone. It might be harmonious to consider if Scene can be a UIDrawable, and if Scenes could fall under the #39 naming system for finding them. It's a bit of a loose fit as Scenes don't currently "get rendered", but it could work: * GameEngine holds all the Windows * Windows hold their own Scenes in a SceneCollection, in the same way that Grids hold Entities in EntityCollections. (#51 - Scenes and Entities may both end up as UIDrawables but these are specialized use cases that don't apply to the base class) * Windows can send and receive Scenes with similar logic to how Grids send and receive Entities. (see #30)
john added the
Refactoring & Cleanup
Major Feature
labels 2024-03-09 21:01:01 +00:00
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Reference: john/McRogueFace#61
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