LevelModel | MonstersManager

wow. Loading a level with monsters in LEDS is far from being a simple story, right now. LevelModel is the internal representation of your level content, and it can extract the “gob% = state% (%,%)” statements, but it has no idea how to render GOBs. That’s the job of the MonstersManager … and to some extent, it makes sense.

Once this is laid out, it comes more naturally that LevelModel should also be responsible of storing gob% := () statements in Monster instances it creates, so that MonstersManager no longer has to worry about that… And I’m glad I took the time to map the situation, because my previous (jump-to-code) “design” would have been a highway to hell.

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