I recently started working on a small game for my own amusement, using Microsoft XNA and C#. My question is in regards to designing a game object and the objects that inherit it. I'm going to define a game object as something that can be rendered on screen. So for this, I decided to make a base class which all other objects that will need to be rendered will inherit, called GameObject. The code below is the class I made:
class GameObject
{
private Model model = null;
private float scale = 1f;
private Vector3 position = Vector3.Zero;
private Vector3 rotation = Vector3.Zero;
private Vector3 velocity = Vector3.Zero;
private bool alive = false;
protected ContentManager content;
#region Constructors
public GameObject(ContentManager content, string modelResource)
{
this.content = content;
model = content.Load<Model>(modelResource);
}
public GameObject(ContentManager content, string modelResource, bool alive)
: this(content, modelResource)
{
this.alive = alive;
}
public GameObject(ContentManager content, string modelResource, bool alive, float scale)
: this(content, modelResource, alive)
{
this.scale = scale;
}
public GameObject(ContentManager content, string modelResource, bool alive, float scale, Vector3 position)
: this(content, modelResource, alive, scale)
{
this.position = position;
}
public GameObject(ContentManager content, string modelResource, bool alive, float scale, Vector3 position, Vector3 rotation)
: this(content, modelResource, alive, scale, position)
{
this.rotation = rotation;
}
public GameObject(ContentManager content, string modelResource, bool alive, float scale, Vector3 position, Vector3 rotation, Vector3 velocity)
: this(content, modelResource, alive, scale, position, rotation)
{
this.velocity = velocity;
}
#endregion
}
I've left out extra methods that do things such as rotate, move, and draw the object. Now if I wanted to create another object, like a ship, I'd create a Ship class, which would inherit GameObject. Sample code below:
class Ship : GameObject
{
private int num_missiles = 20; // the number of missiles this ship can have alive at any given time
private Missile[] missiles;
private float max_missile_distance = 3000f; // max distance a missile can be from the ship before it dies
#region Constructors
public Ship(ContentManager content, string modelResource)
: base(content, modelResource)
{
InitShip();
}
public Ship(ContentManager content, string modelResource , bool alive)
: base(content, modelResource, alive)
{
InitShip();
}
public Ship(ContentManager content, string modelResource, bool alive, float scale)
: base(content, modelResource, alive, scale)
{
InitShip();
}
public Ship(ContentManager content, string modelResource, bool alive, float scale, Vector3 position)
: base(content, modelResource, alive, scale, position)
{
InitShip();
}
public Ship(ContentManager content, string modelResource, bool alive, float scale, Vector3 position, Vector3 rotation)
: base(content, modelResource, alive, scale, position, rotation)
{
InitShip();
}
public Ship(ContentManager content, string modelResource, bool alive, float scale, Vector3 position, Vector3 rotation, Vector3 velocity)
: base(content, modelResource, alive, scale, position, rotation, velocity)
{
InitShip();
}
#endregion
}
Again, I've left out any extra Ship-specific methods, like firing a missile. Do you think that this sort of design is good or should it be improved somehow or changed completely? It seems like the constructors for child classes is messy, but maybe that's the only way to do it. I've never done anything like this and am wondering if I'm way off track.