Why on Earth would it bother you that a range value is stored in every instance of a tower? Are you trying to save the extra 2 bytes per instance? If you're severely memory constrained in your game, that's a different matter, but that doesn't sound like the problem. How should I group these properties together while still allowing individual turrets to be upgraded separately? Ideally I could be able to design these tower types in something like JSON where I can dynamically load them to the game. ![]() So my question is entirely about the design/architecture/structure of the system. Using subclasses like this would also lead into the common values being copied into every instance, so if my subclass GreenTower defaulted range=800 for all my turrets, it would mean that the value 800 would be stored separately into every instance (when they could just use a common value). Literally the only thing they would do is change the default values for the _init_'s arguments. The reason I don't just subclass Tower to create my custom tower types is because they don't really add anything to the class. but they're still individual instances, so it would feel stupid to copy all of these common properties with the same values to every instance separately. So I began with a Tower base class with all the properties I can think of: class Tower(Entity):ĭef _init_(self, image, size, position, attack_speed, attack_damage, attack_splash_radius, attack_range, cost):īut the problem is, all turrets of the same type have same range, same attack speed, same cost, etc. What this means is that I need some kind of generic way to explain how all towers of similar type work, yet I need each instance to be separated. ![]() Surface.blit(self.image, self.position, self.size)Īlright so I want my game to work similar to Vector TD, where you have multiple different types of towers that can be build, but you can build multiple instances of each type, and each instance can then be upgraded individually. So, since both minions and towers have a size and a position, as well as a sprite image, I felt like it'd be appropriate to create a common base class: class Entity:ĭef _init_(self, image, size, position): I'm personally using Python and pygame, but I'm looking for generic design answers that can be applied to any OOP language. Put your skills to the test in these exhilarating fighting and strategy games and stand your ground.I'm trying to create a Tower Defense game where minions move through a labyrinth and you can build towers on top of the labyrinths' walls to stop the minions. Spread out mines and traps to stop the waves of creepers coming your way. Only you can stop powerful attacks and expand your territory in the best tower defense games online. Make your defenses stronger and more powerful in our free tower defense games. Upgrade your installations with the money you earn from successfully repelling your enemies. Try to find the best spot to shoot directly at the enemies. Spread your defense installations across the field, occupying strategically valuable positions. In the fun tower defense games, you can use funds, defensive turrets and place them on the map. Hordes of enemies are rushing towards you and you need to defend yourself with everything you have. Protect cute pokemons and towers made of blocks in the minecraft world. Use robots to defend your property or become a super hero to win the war. Here at, you can play the best tower defense games online and in multiplayer mode. Stop the waves of enemies trying to storm your castle. Tower Defense Games are free strategy war games where players have to protect their territories from invaders' attacks.
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