Option 3!

Always opt to use event based architecture.  It promotes loose coupling of
your components.  Although it might be a bit more code, you will be able to
use BouncingBall within many games, or other applications.

On Thu, Feb 5, 2009 at 10:02 AM, Merrill, Jason <
[email protected]> wrote:

> >>*Option 3:* I create a custom event, dispatch that event, and create a
> >>listener in MyGame rather than call a function directly.
> >>I'm guessing this is the best way to go theoretically, and will allow me
> to
> >>reuse my BouncingBall object in other applications, but it's a lot of
> extra
> >>code, and I constantly worry about not property cleaning up event
> listeners.
>
>
> Hands down, your option 3 is what you should do.  So what if it's some
> extra code? It's the right way to accomplish this.  Your object should not
> target and call methods in other classes outside of it, that's extremely
> tight coupling, which is bad.
>
> So have your bouncing ball sprite dispatch a custom event, have the other
> class listen for that same custom event and do whatever logic you want, like
> call another method.  It's not messy if you keep your code clean.  It just
> takes practice of doing this a lot before you realize an architecture
> emerges in your coding you are familiar with.  I think its even messier to
> do option 1 or 2, if that makes you feel any better.
>
>
> Jason Merrill
> Bank of America     Instructional Technology & Media   ยท   Learning
> Performance Solutions L&LD
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-- 

Cheers,
Nate
----------------------------------------
http://blog.natebeck.net
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