The problem
I am trying to avoid code that looks like the following:
If(object Is Man)
Return Image("Man")
ElseIf(object Is Woman)
Return Image("Woman")
Else
Return Image("Unknown Object")
I thought I could do this through method overloading, but it always picks the least derived type, I assume this is because the overloading is determined at compile time (unlike overriding), and therefore only the base class can be assumed in the following code:
Code structure:
NS:Real
RealWorld (Contains a collection of all the RealObjects)
RealObject
Person
Man
Woman
NS:Virtual
VirtualWorld (Holds a reference to the RealWorld, and is responsible for rendering)
Image (The actual representation of the RealWorldObject, could also be a mesh..)
ArtManager (Decides how an object is to be represented)
Code Implementation (key classes):
class VirtualWorld
{
private RealWorld _world;
public VirtualWorld(RealWorld world)
{
_world = world;
}
public void Render()
{
foreach (RealObject o in _world.Objects)
{
Image img = ArtManager.GetImageForObject(o);
img.Render();
}
}
}
static class ArtManager
{
public static Image GetImageForObject(RealObject obj)// This is always used
{
Image img = new Image("Unknown object");
return img;
}
public static Image GetImageForObject(Man man)
{
if(man.Age < 18)
return new Image("Image of Boy");
else
return new Image("Image of Man");
}
public static Image GetImageForObject(Woman woman)
{
if (woman.Age < 70)
return new Image("Image of Woman");
else
return new Image("Image of Granny");
}
}
My scenario: Essentially I am creating a game, and want to decouple real-world classes (such as a man), from on-screen classes (an image of a person). The real world object should have no knowledge of it's on-screen representation, the representation will need to be aware of the real object (to know how old the man is, and therefore how many wrinkles are drawn). I want to have the fallback where if a RealObject is of an unknown type, it still displays something (like a big red cross).
Please note that this code is not what i'm using, it's a simplified version to keep the question clear. I may need to add details later if applicable, I'm hoping the solution to this code will also work in the application.
What's the most elegant way to solve this? - Without the RealObject itself holding information on how it should be represented. The XNA game is a proof of concept which is very AI heavy, and if it proves doable, will be changed from 2D to 3D (probably supporting both for lower end computers).