April 2017
Beginner to intermediate
394 pages
9h 16m
English
In this chapter, we focused a lot on decoupling code. Since our game design is very likely to change, we want to make sure that our high-level modules don't depend on derived stages or components. That is why we should follow the Dependency Inversion Principle, which says the following:
In simpler terms, this means that all our code should be built around the interfaces. We used the example of our M5StageManager not being dependent on derived M5Stage classes. Since we want to avoid class dependencies like this, we learned that we should also avoid hard coding ...
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