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Structure Service

harland-jensen edited this page Sep 13, 2022 · 3 revisions

Introduction

The Structure Service implements the Observer design pattern and creates the following functionality described below. The Structure Service is critical to the game, as it provides a uniform way of accessing all Structure objects. Furthermore, it also provides the foundation upon which map state grid is based, which allows developers to quickly determine whether a 'tile' in the grid is occupied.

Service Design

Facilitates the:

  • Registration of structure objects
  • Return of a list of all registered entities
  • Access to grid containing game state for all objects
  • Disposal of registered structures
  • Integration with UI display elements
  • Integration with the StructureFactory to create structures

Table of Contents

Home

How to Play

Introduction

Game Features

Main Character

Enemies
The Final Boss

Landscape Objects

Shop
Inventory
Achievements
Camera

Crystal

Infrastructure

Audio

User Interfaces Across All Pages
Juicy UI
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)
Map
Day and Night Cycle
Unified Grid System (UGS)
Polishing

Game Engine

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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