Reputation: 39201
I haven't found any good ways to design a protocol oriented item architecture for games.
Heres the first version with Structs:
protocol Usable {
func useItem()
}
protocol Item {
var name: String { get }
var amount: Int { get }
var image: String { get }
}
struct Sword: Item, Usable {
var name = ""
var amount = 0
var image = ""
func useItem() {
}
}
struct Shield: Item, Usable {
var name = ""
var amount = 0
var image = ""
func useItem() {
}
}
The problem with this is I have to copy paste the variables which are A LOT of code across items.
Heres the second version with Classes:
protocol Usable {
func useItem()
}
class BaseItem {
var name = ""
var amount = 0
var image = ""
}
class SwordClass: BaseItem, Usable {
func useItem() {
}
}
This looks pretty good, but the problem is these are reference types and I would prefer them to be value types.
What is the right way to solve this problem?
Upvotes: 2
Views: 155
Reputation: 119031
You should create a generic struct which conforms to your protocols and which requires initialisation with default values and a 'use' closure:
protocol Usable {
func useItem()
}
protocol Item {
var name: String { get }
var amount: Int { get }
var image: String { get }
}
struct UsableItem: Item, Usable {
var name = ""
var amount = 0
var image = ""
let use: (Void -> Void)
init(name: String, image: String, use: (Void -> Void)) {
self.name = name
self.image = image
self.use = use
}
func useItem() {
self.use()
}
}
Then your JSON processing would create instances with the appropriate logic:
var sword = UsableItem(name: "sword", image: "sword") {
print("cut")
}
Upvotes: 1