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  how to handle actions  (Read 652 times)
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Offline emzic

Senior Member





« Posted 2006-07-18 12:33:28 »

hello,

in my game i have a lot of assets that should trigger certain actions when they are clicked, doubleclicked, stepped on, etc...

now the problem is that one and the same asset could trigger very different actions.

for example clicking a button may send a message to the server, while another instance of the same button class may also make the avatar jump around.

what is the best way to organize these different kinds of actions in terms of software - architecture. are actionlisteners an option?

thanks!

www.embege.com - personal website
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Offline bahuman

Junior Member





« Reply #1 - Posted 2006-07-18 23:33:31 »

Seems to me you're describing the same things Sun developers had to think about when they designed the AWT/Swing event model  Grin

And while I have some issues with the event model, it certainly does have its merits.
Offline Ask_Hjorth_Larsen

Junior Member




Java games rock!


« Reply #2 - Posted 2006-07-20 00:37:34 »

I usually register an ActionListener on each button, and then call the ``real'' method (which is probably located in some very different class) from the actionPerformed method as just about the only thing. Thus the role of the ActionListener is minimized, which is nice because you probably want more than one way to call the ``real'' method (hotkey, menu selection or whatever).
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Offline emzic

Senior Member





« Reply #3 - Posted 2006-07-20 13:25:36 »

thank you, i ended up with my own AssetListener Wink

www.embege.com - personal website
webstart blendinspect - OpenGL BlendingModes visualization.
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