In my initial start of the program I started with writing the classes of the object. I thought it would be a natural step to create the building blocks of the program first and then connect them and use them to make the actual game. However I have now realized that this way I can't test things as I write them, because I can only run a program, not a part of it. I decided I need a different approach. I have changed it especially because of not much experience with programming, in terms of not actual amount of code I wrote in the past and the time that has passed since my last bigger programing project. Another thing is that I never used some of the components and functions before.
The actual change was that I will start with the frame of the program - the Windows' protocalls which actaully create the program in Windows' "memory". This way I will be able to run the program at early stages of development to test the components
as I add them. Another advantage is that the Windows' functions are mostly the same for all programs, so they are not really the hard part of the coding.
So the coding in terms of time will look somewhat like this (latter parts might change):
- Windows "frame"
- Basic graphics (The board)
- Classes (pieces, fields)
- Movement graphics
- Structure of the game
- Final improvements, fixes, etc.
This process could be compared to making a jig-saw puzzle. It is the easiest to start with the boarder for two reasons. One, you can work from outside to inside, having everyting much more organized and in relation to each other. Two, the larger components are easier to check against the boarder if its ready.
No comments:
Post a Comment