@ octothorpe....
i'm only being this straight forward with you because of the rude comments you made earlier... but still, this is what i asked for, so don't start whining just because i'm treating you with the same indfference to politeness that you treated me with... this sorta teardown is good for this lil project...
see if you can validate anything that you just said... and i will take it into consideration...
--Mike
This shouldn't go in tGame. Run() should call GameObjectUpdate() which would have a Select clause for dispatching to the correct GameObject (sub)class's update function. If it has to do with GameObjects, it should be in the GameObject class!
nonesense... why would i make a separate update function for tGameObjectm when you can't instatiate a tGameObject without also supplying a subclass name... besides, the Run method is part of the tGame class... your reaching :P Atrocious. You're going to have serious coupling between Player and Player2/PlayerAux.
more nonsesne... show me... In your design, how would I make a game with no player?
simple... just don't use the default player... ahahahahahahaa... seriously, he's only there if you need him... You won't be able to see if your framework fails until it gets used in a complex project.
even more nonsense... it already works... try it if you don't think so...i'm only being this straight forward with you because of the rude comments you made earlier... but still, this is what i asked for, so don't start whining just because i'm treating you with the same indfference to politeness that you treated me with... this sorta teardown is good for this lil project...
see if you can validate anything that you just said... and i will take it into consideration...
--Mike