Last time i updated with saying that i included a Game Object Component system. I have update this system, so that it uses interfaces instead of overriding virtual methods defined inside the GOComponent base class.
The Manager on the Top Left is optional, that is just a helper class to add new GO’s into the game and draw/update them when it is needed.
The following image show’s an object ingame, also don’t forget to visit here once you are done reading.
This object is made of several GOC’s that are attached to one GO. The following list is an overview of the type of GOC’s that are attached to this GO.
- GOCOnHit – Makes my GO hittable
- GOCPhysicsObject – Attaches a Physics Body/Geom to the GO
- GOCTexture – Makes the GO visible for the player (Texture)
- GOCHealth – Because its hittable, it will need a Health Pool :).
These four GOC’s make up most of my environment objects for now that can be destroyed by the player. All four derive from the GOComponent base class, but only some of them are implementing the Interfaces as you can see on the class diagram. Now when the object will be Hit by another Physics object, the Physics GOC’s will process the collision handler. If the collision is valid, a message will be broadcasted among all the GOC’s and they act according to that specific message. Here is another picture if i keep hammering it with my guns, it explodes when its health reaches zero:
All those green lines and dots around my GO’s come from the Farseer Physics debug viewer. Every Game Object that has a Physics Body attached to it can be debugged this way.
I can post some code if it is needed, but this code will mostly be focused on my needs inside the game. So if you do want to see some code, just post a reply and we will make it work :).