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Mar 25, 2013 at 23:34 comment added Squagem This is precisely my problem. I always spend hours working on "best practices" instead of just getting something to work.
Mar 25, 2013 at 21:24 comment added LoveMeSomeCode it's this kind of stuff that can keep me up at night weighing the pros and cons of certain methods. what i love about indie gaming is that there's no wrong answer. if it works, it works.
Mar 25, 2013 at 21:14 vote accept Squagem
Mar 25, 2013 at 21:14 comment added Squagem Upon review, however, it makes sense that I could get this same functionality if I just added a Sprite into my class. This consideration makes my question sound silly, but hey, I learned something nonetheless!
Mar 25, 2013 at 21:13 comment added Squagem After reviewing my circumstances, it actually does make more sense to simply include a Sprite in the class. Extending it would not really be necessary. The reason I chose to extend it was because I just wanted a Sprite that had maybe one more function, and didn't see the need for an entire new class.
Mar 25, 2013 at 20:44 comment added LoveMeSomeCode Not really an answer but I'd like to hear why you choose to extend the Sprite class in the first place? In our last game I had classes that had sprites, because I wanted each thing to be able draw itself - a base class called DrawableThing had a reference to a Texture or Sprite and a Draw method that took a SpriteBatch - but I didn't subclass directly from Sprite. Not criticizing your method, it honestly hadn't occurred to me. What are the pros/cons of your way vs my way?
Mar 25, 2013 at 16:47 history tweeted twitter.com/#!/StackGameDev/status/316229960027226112
Mar 25, 2013 at 15:25 answer added petervaz timeline score: 5
Mar 25, 2013 at 15:10 history asked Squagem CC BY-SA 3.0