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docs: Improve documentation at Klondike Tutorial Step 5 #3078

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76 changes: 47 additions & 29 deletions doc/tutorials/klondike/step5.md
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Expand Up @@ -413,9 +413,41 @@ FlameGame. The new world contains (almost) everything we need to play the game a
re-created during each of the above actions.


### A stripped-down KlondikeGame class
### KlondikeWorld Class

Here is the new code for the KlondikeGame class (what is left of it).

#### Introduction to `World` in Flame

In Flame, `World` is a special type of `Component` that can contain other `Components`,
such as Piles in the Klondike game. Think of `World` as the playground where everything
happens—dealing cards, arranging them, and player actions.

You can learn more about `World` in game programming here:

- An introduction to `World` in game programming: [Ecampus](https://ecampusontario.pressbooks.pub/gamedesigndevelopmenttextbook/chapter/what-is-a-game-world/)
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We shouldn't have links to external resourced in here, you can link to the world section in the docs instead.

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Thanks. I will change this

- The concept of `World` in Flame: [Flame Docs](https://docs.flame-engine.org/latest/flame/camera_component.html#world)

We won’t go too deep here; just understand that `World` is where everything is managed in the game.


#### Creating `KlondikeWorld`

Let’s dive in! When the game starts, we’ll create a new “World” called `KlondikeWorld` to hold
all the components of the game. Each new game round will create a new `World`—like resetting the playing
field every time a new game starts. This ensures that everything is set up from
scratch, keeping the game fresh.


### Transitioning from `KlondikeGame` to `KlondikeWorld`


Previously, `KlondikeGame` managed all `Piles` and `Cards`. However, in step 5, we move this responsibility to
`KlondikeWorld` for better separation of concerns and cleaner code organization. This change improves the
structure by adhering to object-oriented programming principles, allowing for more modular and maintainable code.

#### Updating the `KlondikeGame` Class

Now, we modify the `KlondikeGame` class to utilize `KlondikeWorld` instead of Flame's default `World`. Here’s the new structure:

```dart
enum Action { newDeal, sameDeal, changeDraw, haveFun }
Expand All @@ -435,27 +467,28 @@ class KlondikeGame extends FlameGame<KlondikeWorld> {
);

// Constant used when creating Random seed.
static const int maxInt = 0xFFFFFFFE; // = (2 to the power 32) - 1
static const int maxInt = 0xFFFFFFFE;

// This KlondikeGame constructor also initiates the first KlondikeWorld.
// Constructor initiates the first KlondikeWorld.
KlondikeGame() : super(world: KlondikeWorld());

// These three values persist between games and are starting conditions
// for the next game to be played in KlondikeWorld. The actual seed is
// computed in KlondikeWorld but is held here in case the player chooses
// to replay a game by selecting Action.sameDeal.
// These values persist between games and are used as starting conditions
// for the next game in KlondikeWorld.
int klondikeDraw = 1;
int seed = 1;
Action action = Action.newDeal;
}
```

Huh! What happened to the `onLoad()` method? And what's this `seed` thing? And how does
KlondikeWorld get into the act? Well, everything that used to be in the `onLoad()` method is now
in the `onLoad()` method of KlondikeWorld, which is an extension of the `World` class and is a type
of `Component`, so it can have an `onLoad()` method, as can any `Component` type. The content of
the method is much the same as before, except that `world.add(` becomes just `add(`. It also brings
in some `addButton()` references, but more on these later.
#### Explanation of Changes

Ohhh, so what happened to the `onLoad()` method? Well, previously, `KlondikeGame` handled everything in the `onLoad()` method, managing all the game components like `Piles` and `Cards`. But now, to make things cleaner and more organized, we’ve moved that responsibility over to `KlondikeWorld`.

Everything that used to be inside the `onLoad()` method of `KlondikeGame` is now in `KlondikeWorld`'s `onLoad()` method. This keeps the code more modular, meaning it's easier to maintain and update. Instead of `KlondikeGame` getting messy with too many tasks, we let `KlondikeWorld` handle the game setup and logic.

And what’s this `seed` thing? Ah, good question! So, the `seed` attribute is like a magic key. It lets you replay the same game configuration by selecting `Action.sameDeal`. This is super useful when you want to give players the option to retry the exact same game setup. The `seed` ensures that the randomness in the game (like card shuffling) can be repeated exactly the same way. Think of it as a way to recreate the same starting point in a game.

So, with the `seed` safely stored in `KlondikeGame`, the `KlondikeWorld` can use it to keep everything consistent between rounds. If you choose `Action.sameDeal`, it will load the same shuffled deck and game state, letting you replay that round with the same starting conditions. Pretty cool, right?
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Formatting (max 100 line length)

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@nickf2k nickf2k Oct 25, 2024

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Sure. Thank you



### Using a Random Number Generator seed
Expand All @@ -466,21 +499,6 @@ reproducible behavior when you are in the development and testing stage. Here it
provide exactly the same deal of the Klondike cards when the player requests `Same deal`.


### Introducing the new KlondikeWorld class

The `class KlondikeGame` declaration specifies that this extension of the FlameGame class must
have a world of type KlondikeWorld (i.e. `FlameGame<KlondikeWorld>`). Didn't know we could do
that for a game, did we? So how does the first instance of KlondikeWorld get created? It's all in
the KlondikeGame constructor code:

```dart
KlondikeGame() : super(world: KlondikeWorld());
```

The constructor itself is a default constructor, but the colon `:` begins a constructor
initialization sequence which creates our world for the first time.


### Buttons

We are going to use some buttons to activate the various ways of restarting the Klondike Game. First
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