Design patterns for multiplayer card games

D. V. Ranganathan, R. Vishal, V. Krishnamurthy, Prashant Mahesh, Roopeshwar Devarajan
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引用次数: 1

Abstract

Many multiplayer card games have interesting structures that can be exploited while designing a computer application to simulate these games. Critical features that most games have are that they are turn based and have common data types like Cards and Decks. This paper aims to demonstrate certain design patterns for implementing multiplayer card games that are capable of scaling well and are easily understandable and maintainable. Two card games ‘Ace’ and ‘Literature’ were developed from which the patterns were extracted. The patterns explained in this paper, can be applied to any turn-based multiplayer card game and in some cases, to any multiplayer game in general. The two patterns discussed in this paper are represented in small caps to have better understanding.
多人纸牌游戏的设计模式
许多多人纸牌游戏具有有趣的结构,可以在设计模拟这些游戏的计算机应用程序时加以利用。大多数游戏的关键功能都是基于回合制,并拥有像Cards和deck这样的常见数据类型。本文旨在展示执行多人纸牌游戏的某些设计模式,这些模式能够很好地扩展,并且易于理解和维护。开发了两种纸牌游戏“Ace”和“Literature”,从中提取了模式。本文中解释的模式可以应用于任何回合制多人卡牌游戏,在某些情况下,也可以应用于任何多人游戏。为了便于理解,本文讨论的两种模式用小写字母表示。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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