Victor STINNER a écrit :
Um, Laurent : you sent the email to me, not to the mailing list !
Le dim 22/08/2004 à 15:47, Laurent a écrit :
Yes it should be done :)
But I don't think using a boolean is a good idea... I would prefere
using derivate classes, as those part of code will also be reused when
new weapon such as banana bomb, holy grenade... will be added.
I think that it will be cool to have a very big class called
"WeaponModel" which can be used by every weapons. So code of weapons
will be *very* small (only load resource and set some variables). Or the
best should be to write weapons in Python :o) (in Wormux 2.0 ?)
Only one big class ? I'm not sure this is the good choice. For me, it's
more logical to have one class for one type of weapons like :
- dynamite, mine (weapon that we put down)
- grenade, bazooka, ... (with a launching action)
- baseball, fire punch, (need to be near the opponent)
- ....
Another part of code duplicated is the rotation of object (5 time the
same code for bazooko, auto_baz, grenade, and 2x in clusterbomb), imho
it should go in the physical when have switched to clanlib 0.7 (since it
handles rotation) and also use it for worms when they are flying (after
an explosion...) :)
Code of rotation will be removed because ClanLib 0.7 resolve the problem
!!!
Cool :-)
Bye,
Matt
Bye, Haypo
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