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Re: [Bontz-team] frenzy, text/menu, code structure


From: Chuck
Subject: Re: [Bontz-team] frenzy, text/menu, code structure
Date: Thu, 14 Aug 2003 16:05:18 -0500

owen, are you against using mpegs for our movies in the game?
i found a linux/windows library for playing mpg's for SDL that we could
possibly use.



----- Original Message ----- 
From: "Owen Swerkstrom" <address@hidden>
To: "bontz" <address@hidden>
Sent: Thursday, August 14, 2003 2:20 PM
Subject: [Bontz-team] frenzy, text/menu, code structure


> tell you what, Chuck.  If you get cracking on the
> tile/map/object systems, I'll finish the text message
> stuff myself, and see what I can do about implementing
> a game-universal input handler and pointer system.
>
> Perhaps at all times there should be one Cursor
> object, which normally just takes user input, passes
> it along to the appropriate sprite, and doesn't draw
> anything.  But when its members get updated (a new
> list of CursorTarget objects gets passed in, or some
> such) a pointy-finger cursor is drawn at the
> coordinates of the first CursorTarget and the Cursor
> intercepts the input, letting it guide the cursor and
> select or cancel things.  Unless you see something
> screwy with doing it that way, that's how I'll start
> working at it.
>
> Speaking of objects, since we are going the OO route,
> how much do you want the program's structure to be
> encapsulated?  Are we going to do the whole nine yards
> of having main() just instanciate one BontzGame object
> or something, or will the main game loop be in main()?
>  I don't have much preference.  But as we start
> transforming our little demo into a piece of alpha
> software, we should know what our goal is in terms of
> how much to be ripped out of bontz.cpp and handled elsewhere.
>
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