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« on: February 11, 2012, 06:40:43 am »
This seems important, but it's so incredibly ambiguous that it's diminished to near meaningless, yet it's the foundation of doing anything in this engine, and games, and OOP.
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Messaging
A way for Behavior instances to communicate with, and change the values of, other Behavior instances. Note that Behavior instances can send messages to specific other Behavior instances, to all instances of another Behavior, or to all Behavior instances in a scene, i.e. all the Behavior instances attached to the Scene itself and to all Actors in a Scene.
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Strictly speaking, the Behaviours are not instances, they're ON (attached to) actors, which are instanced to create objects in the game, right? So the Behaviours would be Instance Methods... right?
And it's not the values of other Behaviours that are changed, because Behaviours can't actually have a value, they're sets of instructions that operate on values (variables, that you call "attributes"; that other OOP languages call properties).
Which brings up my questions:
Can a Behaviour attached to Instance1 of ActorA message directly to, and subsequently change the value of a specific variable (attribute) in a specific Behaviour attached to Instance3 of ActorB?
What does the "syntax" for this look like?
Can a Behaviour attached to Instance1 of ActorA message directly to, and subsequently activate a specific Behaviour attached to Instance3 of ActorB?
What does the "syntax" for this look like?
Or are you describing and saying that the only direct messaging that can occur is between/within Behaviours attached to the current Actor Instance? That all other bigger scheme Behaviour communication is just broadcasting?
This is somewhat of an imperative of OOP, that messaging be absolutely clearly explained, as to what it can do, and how it can be done; I'd have thought. To have such a serious matter be so ambiguously worded is.... if you're wondering why you have a high churn rate, look no further than this sort of ambiguity in the documentation.