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codevinsky

What's a good pattern to separate Logic from Display?

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I've got a project I'm working on right now that has a complicated series of transitions between game "states" as well as some complicated real-time Inverse Kinematic animations.

 

I've got a number of people working on the project, most notably myself as the architect and an animator who's very familiar with phaser's tweening engine.

 

However, I need to be able to separate app logic from animation code and sandbox him so that his code doesn't touch the app logic code. What's a good design pattern to follow that will give him full access to event based tweening while still keeping him from having to touch logic code?

 

 

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