OO vs Simplicity when it comes to user interaction

Posted by Oetzi on Stack Overflow See other posts from Stack Overflow or by Oetzi
Published on 2010-05-18T22:04:44Z Indexed on 2010/05/18 22:10 UTC
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Firstly, sorry if this question is rather vague but it's something I'd really like an answer to.

As a project over summer while I have some downtime from Uni I am going to build a monopoly game. This question is more about the general idea of the problem however, rather than the specific task I'm trying to carry out.

I decided to build this with a bottom up approach, creating just movement around a forty space board and then moving on to interaction with spaces. I realised that I was quite unsure of the best way of proceeding with this and I am torn between two design ideas:

  1. Giving every space its own object, all sub-classes of a Space object so the interaction can be defined by the space object itself. I could do this by implementing different land() methods for each type of space.

  2. Only giving the Properties and Utilities (as each property has unique features) objects and creating methods for dealing with the buying/renting etc in the main class of the program (or Board as I'm calling it). Spaces like go and super tax could be implemented by a small set of conditionals checking to see if player is on a special space.

Option 1 is obviously the OO (and I feel the correct) way of doing things but I'd like to only have to handle user interaction from the programs main class. In other words, I don't want the space objects to be interacting with the player. Why? Errr. A lot of the coding I've done thus far has had this simplicity but I'm not sure if this is a pipe dream or not for larger projects. Should I really be handling user interaction in an entirely separate class?

As you can see I am quite confused about this situation. Is there some way round this? And, does anyone have any advice on practical OO design that could help in general?

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