The YOG code isn't particularly difficult to understand. Unlike the previous
YOG, there is a very clear seperation of behaviours, with behaviours
distributed between a number of YOG classes. YOGServerPlayer, YOGServerGame
and YOGServer are the three most tightly coupled and by far the most
important classes, with most of the other classes serving auxiliary
functions like maintaining the map data and checking passwords. YOG*Info
classes (along with others like YOGGameResult, YOGMessage) are simply data
classes, they store data and serialize themselves and have no real
behaviours. YOG*Screen are actually GUI menu's and not part of the core YOG
code.

-- 
Extra cheese comes at a cost. Bradley Arsenault.
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