Analytical Perspectives in Game Design
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The chain of command is combination of 2 patterns, the chain of responsibility and the command. It allows the applet to send of a command it does not understand to the game thing specified. If the game thing cannot handle the request it passes it up or down the chain to be handled. Consider the following scenarios... The player pushed on a batten in a door. The door opens. (UP) The player tries to push open a door, but the door cannot open because it is locked by a component lock (DOWN). The chain of command only passes the command up the hierarchy. To get the behaviour described by the lock a decorator is used.This has the advantage of allowing locks on that may only be decorative and allowing multiple locks buried deep down in the hierarchy. main scenario There is an assumption here that the viewer is building a view and needs the commands pertinent to a particular view. In game terms I am assuming that the commands are passed back as an tree for use in a tree or menu control. Command needs to do things with threads and players on other computers to resolve multi-thread contentions when commands simultaneously interact.
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21/11/99
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See also: [Role
Playing Games] [Game Engine] |