Created
March 24, 2011 12:27
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discussion of why pub/sub vs 'event' methods on objects is better at encapsulation
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realGameSub: function(el, body) { | |
var oldPlayer = this.players[body.playerOff.id]; | |
// TODO refactor this - why is the application making players for RealTeam? | |
var newPlayer = new Player({ | |
'id': body.player.id, | |
'pos': oldPlayer.position, | |
'no': body.player.number, | |
'name': body.player.name, | |
'st': 'playing' | |
}); | |
this.players[newPlayer.id] = newPlayer; | |
var t = this.realgame.homeTeam; | |
if (this.realgame.awayTeam.id === body.playerOff.teamID) { | |
t = this.realgame.awayTeam; | |
} | |
for (var i = 0, len = t.players.length; i < len; i += 1) { | |
if (t.players[i].id === oldPlayer.id) { | |
t.players[i] = newPlayer; | |
break; | |
} | |
} | |
this.eventFeed.add({ | |
'time': body.periodTime, | |
'action': 'action_sub' | |
}); | |
this.realgame.init(this); | |
if (this.game.isState('inGame')) { | |
$('.player .sub').html('Sub'); | |
} | |
if (this.game.userteam.isSubbingOut(oldPlayer)) { | |
// Cancel sub | |
// TODO this should be moved (eventually) into the realGameSub method of userteam - subCancelled happens for a reason | |
// and that is the event that userteam should know about. | |
// - good example of why publishing events gives a cleaner break between objects | |
// even if a similar code length: if each object just publishes events to anonymous objects, | |
// it can't tell them how to react. If you have event methods on the object, you may end up | |
// coordinating its reaction. | |
this.game.userteam.subCancelled(); | |
effects.game.updateSideboard(this.game); | |
effects.players(this); | |
this.subCancelledModal.open(oldPlayer.name + ' has been subbed off, your substitution has been cancelled.'); | |
this.game.userteam.subsLeft += 1; | |
common.subsLeft.removeClass('pick3players').html($('#tmpl_subs_left').tmpl({ left: this.game.userteam.subsLeft })); | |
} | |
if (this.game.userteam.hasPlayer(oldPlayer)) { | |
this.game.userteam.realGameSub(oldPlayer,newPlayer); | |
effects.game.updateSideboard(this.game); | |
} | |
effects.players(this); | |
}, |
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