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View Code? Open in Web Editor NEWRoguelike (engine) in early development stage
License: GNU General Public License v3.0
Roguelike (engine) in early development stage
License: GNU General Public License v3.0
The current implementation uses actions that are stored in internal to game character list and are processed on each turn with ordered by time of creation i.e. character that was "born" into the world first gets his actions processed first and the order of his actions is based on time of action creation.
The better approach would be to have actions generate events that are stored in event queue (independent to character?) which is priority queue.
This approach would allow some flexibility on easiness of creation of different actions, the events can be used as building blocks for different actions. And aside from that -- the priority of event can be specified too.
In future, we would like to have different screens showing certain game information, like stats screen, inventory screen, announcements and so on.
In code, it can be implemented as different swing windows that are hidden or shown when need be.
At the moment UI serves only as a way to display information passed to it by GameEngine, knowing nothing about the game implementation.
That could be extended even further by making GameEngine work as a server to which UI connects as a client.
In this case their communication will be performed via net.
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