- Self-written 2d game engine that supports multiple types of objects.
- An object is a scene-related entity, and is always an extension of a model, which is abstract.
- A scene contains a collection of objects.
When I instantiate the game scene I load the data of the scene from the local storage at first, and then I proceed to instantiate its objects. The problem is that the type of the game object (sprite, text...) is declared in the model, not in the object (that has a reference to the model). In this way I have to fetch the model of the object in order to know what type of game object I need to instatiate, and I really don't like it.
I could save the type of the object as a property of the object, but it would be logically wrong: I should not be able to redifine the type of the object decided in the model because it would easily break the implementation of the game object declared in the model. So, it has no sense saving the type of the object in the object itself given the fact that the model already has the job to declare it.
Hence, maybe I need a new architecture...
How can I avoid to fetch the model without breaking the logic of 'this is where I should save this property'?
If the question is not clear, please provide me some feedback: I'd be happy to improve it.