Implementing a Card Class
Posted: 29 Nov 2010, 01:54
Well, I'm well into my implementation of a card class by now, and all I have left to do is the actual effects. o_O
So, I thought I'd ask those who've done this before how they did it - store a array/list/arraylist of effects and update them each time, use a handful of overriden methods that interface with the GameEngine, or one of a million other ways.
I can try to stumble through is on my own - check out my blog to see that - but I'd prefer to make a guided effort to ensure the best chance of success. I would like the mid-level design to avoid being a one-man job, especially since two heads are better than one.
Any suggestions?
So, I thought I'd ask those who've done this before how they did it - store a array/list/arraylist of effects and update them each time, use a handful of overriden methods that interface with the GameEngine, or one of a million other ways.
I can try to stumble through is on my own - check out my blog to see that - but I'd prefer to make a guided effort to ensure the best chance of success. I would like the mid-level design to avoid being a one-man job, especially since two heads are better than one.
Any suggestions?