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Groups > comp.sys.sinclair > #4153
| From | Calum <com.gmail@nospam.scottishwildcat> |
|---|---|
| Newsgroups | comp.sys.sinclair |
| Subject | Re: Trying to learn OOP (for the MIILIONTH time!!!) |
| Date | 2016-04-12 12:54 +0100 |
| Organization | Aioe.org NNTP Server |
| Message-ID | <neinme$176e$1@gioia.aioe.org> (permalink) |
| References | <602be32e-1a4e-4d61-bb72-c15606d6ca5c@googlegroups.com> |
On 11/04/2016 15:56, bit-naughty@hotmail.com wrote: > What was the "requirements specification" for Where Time Stood Still, > say, LOL? That a hyperactive 15-yr old had to be kept entertained? As with any software, the requirements spec details what the software should do, and the functional spec details how it should be done. For a game, the requirements spec often includes docs like a level map or a storyboard, and they were certainly used back in the Spectrum days just as they are now. > What was "reusable" in um.... LightForce? (just being cruel, that's > the 1st 48k software I've mentioned...) Plenty of stuff was re-used in Spectrum games. Look at different games by the same programmers and you'll see plenty of examples of re-using the same sprite drawing routines, interrupt-driven music players, etc. > moved around? So... if a ship has to move, and avoid collisions,... > put it inside some code that does that, and Um... CALL IT??!! That's > a SUBROUTINE!! Nice and simple.... OOP is partly just about structuring your code in such a way that behaviour (subroutines, usually called 'methods' in OOP) and state (all the variables those subroutines manipulate) live together in bundles called 'objects'. So a "Ship" object would consist of the subroutines required to make that ship spawn, move, fire, explode, etc., along with all the variables (or even other objects) that describe its current state: size, shape, colour, position, speed, direction, damage level, etc. > So - what's all this OOP business, and why should I learn it? Unless you have a pressing desire to learn an object-oriented language such as Objective-C, Java or C++, probably no real reason other than idle curiosity. If you're specifically interested in how it applies to games, these might be interesting: http://gamedevelopment.tutsplus.com/tutorials/quick-tip-intro-to-object-oriented-programming-for-game-development--gamedev-1805 http://inventwithpython.com/blog/2014/12/02/why-is-object-oriented-programming-useful-with-an-role-playing-game-example/
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Trying to learn OOP (for the MIILIONTH time!!!) bit-naughty@hotmail.com - 2016-04-11 07:56 -0700
Re: Trying to learn OOP (for the MIILIONTH time!!!) Guesser <alistair@zxnet.co.uk> - 2016-04-11 16:07 +0100
Re: Trying to learn OOP (for the MIILIONTH time!!!) Volker Bartheld <news2016@bartheld.net> - 2016-04-12 08:14 +0200
Re: Trying to learn OOP (for the MIILIONTH time!!!) AndyW <Andy@nojunqmail.com> - 2016-04-12 07:23 +0100
Re: Trying to learn OOP (for the MIILIONTH time!!!) bit-naughty@hotmail.com - 2016-04-15 11:30 -0700
Re: Trying to learn OOP (for the MIILIONTH time!!!) Calum <com.gmail@nospam.scottishwildcat> - 2016-04-12 12:54 +0100
Re: Trying to learn OOP (for the MIILIONTH time!!!) Guesser <alistair@zxnet.co.uk> - 2016-04-12 13:37 +0100
Re: Trying to learn OOP (for the MIILIONTH time!!!) bit-naughty@hotmail.com - 2016-04-15 11:33 -0700
Re: Trying to learn OOP (for the MIILIONTH time!!!) Guesser <alistair@zxnet.co.uk> - 2016-04-15 20:38 +0100
Re: Trying to learn OOP (for the MIILIONTH time!!!) bit-naughty@hotmail.com - 2016-04-15 11:35 -0700
Re: Trying to learn OOP (for the MIILIONTH time!!!) bit-naughty@hotmail.com - 2016-04-15 11:36 -0700
Re: Trying to learn OOP (for the MIILIONTH time!!!) Guesser <alistair@zxnet.co.uk> - 2016-04-15 20:35 +0100
Re: Trying to learn OOP (for the MIILIONTH time!!!) AndyW <Andy@nojunqmail.com> - 2016-04-18 07:31 +0100
Re: Trying to learn OOP (for the MIILIONTH time!!!) bit-naughty@hotmail.com - 2016-04-20 01:02 -0700
Re: Trying to learn OOP (for the MIILIONTH time!!!) bit-naughty@hotmail.com - 2016-04-20 01:02 -0700
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