OOP design preference regarding parent/child interaction - objective-c

I am working on a music notation app which has is a music staff class (CCNode) and a note class (CCSprite).
Notes are added to the music staff like:
// MusicStaff.m
[self addChild:note];
Notes have a particle emitter, and this needs to be added to the parent.. I am of the opinion that doing something like:
// Note.m
[self.musicStaff addChild:self.emitter];
is not cool because I don't like the idea of notes controlling the staff--- I like to think of the staff as the one in control of what children it has.
I honestly feel like this particle emitter should be a child of Note, since it technically is part of the note, not part of the music staff-- so adding it to the music staff inherently feels wrong. However, from what I understand about cocos2d, although you can add a child to a CCSprite, the sprites do not manage the drawing of their children, so this particle emitter would not be visible.
That said, since as far as I know the only way to go about this is to add the emitter to the staff, I would prefer doing:
// MusicStaff.m
[self addChild:note];
[self addChild:note.emitter];
However, a team member on my project feels this is "backwards" and "dumb", and that the note should add the emitter directly to its parent. I just seeking some feedback as to if my thoughts on this are indeed "backwards" and "dumb", or if I have a valid point…
Also I am curious if there is another way to solve this problem, like adding the emitter directly to the note and making it draw its children somehow?

In terms of object-oriented design, if the Emitter is created by its parent the Note, I don't think it should add itself to the Staff. If anyone has to talk to the Staff, let it be its direct child, the Note. Even better, make the Note respond to questions asked by the Staff, so in the end the Staff controls what it wants to show.

You can add the particles as children of the sprite and they will be drawn. Whatever resource gave you the idea that child nodes are not drawn is wrong.
What I think you may have misunderstood is the issue of sprite batching. In that case, when you do use CCSpriteBatchNode, you can only add CCSprite objects to the batch node and the batch node's children. So in that case trying to add a particle effect or any other node as child of a sprite-batched sprite will cause an assertion in cocos2d telling you that this is illegal.
As for the "issue of dumbness": Neither option is really dumb, but adding the emitter to the parent has a minor benefit in that the note takes control over what is inherently the note's responsibility: managing the lifetime of the note's particle effect.

Related

OOP - is it better to pass big controller objects to children, or have children dispatch events?

I'm a fairly experienced programmer, but I've always struggled with this particular issue..
You have your main class that maybe displays pop-ups over everything else, transitions between screens and so forth, and then you have the screen objects themselves, and the pop-up objects. when you click "close" on a pop-up, or click "go to a new screen" on a screen, or whatever it may be, these objects then need to communicate with the main class and tell it to do stuff. And often you need to pass data to the main class aswell. In your experience does it work out better to have the children dispatch events with data, that the main class picks up, or somehow pass the main class down to all the children through constructors, and have a bunch of public methods in the main class that the children can call?
or are both equally valid?
edit: And also, what made me post this: In my game, the user goes through a bunch of different menu screens, and in each screen, he adds something to a game-config object that at the end will be used to generate the gameScreen. I dont want to keep saying dispatchEvent("addValueToGameConfig", value) or something, i just want to say bigController.gameConfig.value = "whatever";
If the hierarchy of children is deep, I would go for events or observer. It leads to a lower coupling between classes. Any substantial refactoring of your main class can have a huge avalanche effect on the dependent children. They become too knowledgeable (higher change of breaking Law of Demeter) about their parent and take on effectively an additional responsibility (arguably breaking SRP) besides managing their own state, of informing it constantly about their own state in a custom manner compatible with their parent. Firing a specialized meaningful notification about their state change into "space", not just about an arbitrary property change, releases them from worrying about the parent's state. It is a parent's duty now to be informed about changes of the state of its children. Furthermore, having a set of meaningful events can lead to narrower public interface of children. It may as well help readability, not having to constantly go up and down through the hierarchy.

Preposition the camera on the first person controller in unity

So i am making a multiplayer game in unity and i want for players to be able to have a first person experience while other players can see a body walking around rather than a floating blob that is the default first person controller. So i take the scripts from the first person controller and i put them inside the third person controller. Except the camera is in the lower torso rather than the head, where i want it to be. Does anyone know how i can move it into the head? Preferably so that i don't see the inside of the head XD
If you open the hierarchy of your new "Fake first person controller", you may see plenty of child objects. Somewhere, you will find the camera.
Just take it now and bring it at desired heigth!
*I don't know how much changed in the charcontrollers since unity 3.x, but I'm pretty sure the philosophy will be pretty the same.

Accessing CCSprite From Different Scene

So basically what I am trying to do is when the player of my game completes a level (for example level 1), it switches scenes back to the level select scene, and swaps the sprite picture of level 1 to a different one (for example one that has a check mark over it). I can replace the scene but I don't know how to change the sprite in the new scene, specifically when the scene change occurs after the level is completed. So I am assuming I would use a singleton class, am I right? If so, how would I go about using it?
Singletons are ok, don't be afraid to use them. Many components of cocos2d are singletons.
I think what you need is some sort of structure that keeps track of the state of the game. (How many levels are completed/What should be the next level/etc). When your level select scene is loaded it should look up that 'state of the game' object (be it a singleton, plist, etc ) and displays itself accordingly.
I would stay away from passing information directly from one scene to another, this makes reordering them a headache later on.
First, let me make sure I understand the problem correctly.
You have a scene (A) with a sprite in it.
You transition to another scene (B) for the game play.
The game ends and you transition back to scene A.
When scene A redisplays, you want to change the image displayed by the sprite.
If I've got this right, then regardless of whether singletons are good or bad, you don't need one for this.
If, like me, you've created your sprite using a display frame from the CCSpriteFrameCache, then you can simply change the frame you want the sprite to use when "A" is redisplayed.
Some sample code demonstrating this can be seen in another question:
How to switch the image of a CCSprite
(Certainly, if I've got this right, then feel free to just dupe this)

What is the purpose .parent in this Mtd?

I am trying to figure out the purpose of what the .parent property achieves in this method and the "get[ClassNameHere]" methods in general that feature this property being called.
-(HudLayer*) getHud
{
return (HudLayer*)[self.parent.parent.parent getChildByTag:kTagHudLayer];
}
It's not possible to know the details from just this method shown here. But the .parent does return the Cocos parent, sprite or layer, to which the current cocos object belongs as a child. Essentially this code suggests you have a sprite or layer with a child that has more children and more children of those children, and this is a way to find out who the big parent up the stream is, and then get a new child from that parent.
Personally it seems pretty sloppy to me. I'd never code that way myself. Hard to read (as you can see) and having so many parent properties strung together like this is opening a lot of room for bugs. It would be wiser if the top parent did what it needs to do rather than a distant grandchild going up the chain; it breaks the MVC model a bit to do it as shown here.
Probably class HudLayer has a parent property that points to another object of the same kind, thus having a parent property pointing to another HudLayer and so on, climbing up for three levels. Then it just sends a getChildByTag message to it.

How to keep model & controller separate from a CALayer based UI?

I'm trying to re-implement an old Reversi board game I wrote with a bit more of a snazzy UI. I've looked at Jens Alfke's GeekGameBoard code for inspiration, and CALayers looks like the way to go for implementing the UI.
However, there is no clean separation of model and view in the GeekGameBoard code; the model is the view, which makes it hard to, for example, make a copy of the game state in order to perform game-tree search for the AI player. However, I don't seem to be able to come up with an alternative way to structure that allows a separation of model and view that doesn't involve a constant battle to keep two parallel grids (on for the model, one for the view) in synch. This, of course, has its own problems.
How do I best best implement the relationship between an AI search-friendly model structure and a display-friendly view? Any suggestions / experiences would be appreciated. I'm dreading / half expecting an answer along the lines of "there is no good answer: deal with it as best you can" but I'm prepared to be surprised!
Thanks for the answer Peter. I'm not entirely sure I understand it fully, however. I can see how this works if you just have an initial set of pieces that are moved around, and even removed, but what happens when a person puts a new piece down? Would it work like this:
User clicks in the view.
View click is translated to a board location and controller is notified.
Controller creates a new Board with the successor state (if appropriate, i.e. it was a legal move).
The view picks up the new board via its bindings, tears down the existing view/layer hierarchy and replaces it with the current state.
Does that sound right?
PS: Sorry for failing to specify whether it was for the iPhone or Mac. I'm most interested in something that works for the iPhone, but if I can get it to work nicely on the Mac first I'm sure I can adapt the solution to work on the iPhone myself. (Or post a new question!)
In theory, it should be the same as for an NSView-based UI: Add a model property (or properties), expose it (or them) as bindings, then bind the view (layer) to the model through a controller.
For example, you might have a Board class with Pieces on it (each Piece having a reference to the Player who owns it), with all of those being model classes. Your controller would own a Board, and your view/layer would be able to display a Board, possibly with a subview/sublayer for each Piece.
You'd bind your board view/layer to the controller's board property, and in your view/layer's setter for that property, create a subview/sublayer for each piece, and bind it to any properties of the Piece that it will need. (Don't forget to unbind and remove all the subviews/sublayers when replacing the main view/layer's Board.)
When you want to move or modify a Piece, you'd do so using its own properties; these will translate to property accesses on the view/layer. Ostensibly, you'll have your layer's properties set up to animate changes (so that, for example, changing a Piece's position will cause the layer for it to move accordingly).
The same goes for the Board. You might let the user change one or both tile colors; you'll bind your color well(s) through your game controller to its Board object, and with the view/layer bound to the same property of the same Board, it'll pick up the change automatically.
Disclaimers: I've never used Core Animation for anything, and if you're asking about Cocoa Touch instead of Cocoa, the above solution won't work, since it depends on Cocoa Bindings.
I have an iPhone application where almost all of the interface is constructed using Core Animation CALayers, and I use a very similar pattern to what Peter describes. He's correct in that you want to treat your CALayers as if they were NSViews / UIViews and manage their logic through controllers and data via model objects.
In my case, I create a hierarchy of controller objects which also function as model objects (I may refactor to split out the model components). Each of the controller objects manages a CALayer, so there ends up being a parallel CALayer display hierarchy to the model-controller one. For my application, I need to perform calculations for equations constructed using this hierarchy, so I use the controllers to provide calculated values from the bottom of the tree up. The controllers also handle user editing events, such as the insertion of new suboperations or deletion of operation trees.
I've created a layer-hosting view class that allows the CALayer tree to respond to touch or mouse events (the source of which is now available within the Core Plot project). For your boardgame example, the CALayer pieces could take in the touch events, and have their controllers manage the back-end logic (determine a legal move, etc.). You should just be able to move pieces around and maintain the same controllers without tearing everything down on every move.