Having a bit of trouble with a project at the moment. I am implementing a game and I'd like to have it event-driven.
So far I have an EventHandler class which has an overloaded method depending on what type of event is generated(PlayerMove, Contact, Attack, etc)
I will have either the game driver or the class generate the events. My question is how can I efficiently handle the events without tightly coupling the event generating classes to the event handler and making the use of EDA redundant?
I want to design my own simple handler and not use the built-in Java one for this
If you want to have a single EventHandler
class with overloaded methods and your event types do not have any subclasses, then this simple code, which uses reflection, should work:
public class EventHandler {
public void handle (final PlayerMove move) {
//... handle
}
public void handle (final Contact contact) {
//... handle
}
public void handle (final Attack attack) {
//... handle
}
}
public void sendEvent (final EventHandler handler, final Object event) {
final Method method = EventHandler.class.getDeclaredMethod ("handle", new Class[] {event.getClass ()});
method.invoke (handler, event);
}
However, if you want to have seperate EventHandler
s for different events, the following would be better.
public interface EventHandler<T extends Event> {
void handle (T event);
}
public class PlayerMoveEventHandler implements EventHandler<PlayerMove> {
@Override
public void handle (final PlayerMove event) {
//... handle
}
}
public class EventRouter {
private final Map<Class, EventHandler> eventHandlerMap = new HashMap<Class, EventHandler> ();
public void sendEvent (final Event event) {
eventHandlerMap.get (event.getClass ()).handle (event);
}
public void registerHandler (final Class eventClass, final EventHandler handler) {
eventHandlerMap.put (eventClass, handler);
}
}
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