in reply to Re: Game related OO design question
in thread Game related OO design question

This is excellent advice. And exactly what I was looking for - especially the design of the Attack class (and the idea to make it its own class, which eluded me completely). Thank you.

Moops looks excellent indeed, and you are right that when syntactic sugar makes subclassing so cheap, it's no point not to use it. Still, if I could ask you one more question, I'm very curious about those words:

Also, please don't use Moos for anything serious. I'm an officially listed as a co-author of it, so I'm entitled to say that. ;-)

Could you elaborate on that a bit? What's wrong with Moos?

Thanks again. And good luck with your book, I'm sure I'm not alone in waiting eagerly for its completion.

- Luke

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Re^3: Game related OO design question
by tobyink (Canon) on Nov 29, 2014 at 21:11 UTC

    I don't know of anything specifically wrong with Moos, but Moose and Moo are hundreds of times better tested. Moos is slightly lighter weight than Moo, but it barely seems worth worrying about Moo's fairly small dependency chain.

    If you do feel the need for something smaller than Moo, then Class::Tiny is probably the best solution.