Open archerbird opened 4 years ago
I think this all needs to be handled at the controller level; if map tiles are storing their state (e.g. HasPellet), then the map can raise an event when something happens that the controller should know about and pull whatever strings need to be pulled to e.g. toggle ghost modes.
I think this all needs to be handled at the controller level; if map tiles are storing their state (e.g. HasPellet), then the map can raise an event when something happens that the controller should know about and pull whatever strings need to be pulled to e.g. toggle ghost modes.
This comment makes me worry that I've put way too much game logic in the models :-/
I guess the way I'm thinking about this is kind of like having a Controller class for each of the models that wraps the model and encapsulates logic for how it moves and interacts. Though, currently I have all this controller logic and state logic all in one model class (for each model type)
We need to implement a way for game pieces to interact with pacman when they share the same tile as their
IGamePiece.CurrentTile
Off the top of my head: