0
comment
comment
on 7/13/2012 7:10 AM
It’s been forever since I last posted, I worked quite a bit on PezHack and then stopped for a while. I’m back to it now. In this post I will describe a technique I used to greatly reduce the amount of code and abstract away some repetitive imperative code.
The Problem
PezHack is a turn based game. The screen does not re-render itself all the time like a real-time game, but only when something changes and at the end of a the player’s turn. The agent-based approach I used to separate the various sub syste[...]