Try to think of a class an object definition. An object can have data and three other things. Events, methods, and properties.
An event is something that happens to an object of that class. Example: Class Dog. An event of that class might be called Dog_Gets_Hit_By_A_Car.
A property is something that describes the object. Example: Class Dog. A property might be that its brown in color.
A method is a function that the object interacts with. Example, Class Dog: A method might be bark(). (Causes the dog to bark.) I hope that helped, now heres another example of how classes can work together:
Heres a generic example of classes in pseudocode:
Class1: Food class
property is_edible; (I told ya it would be generic)
Class2: Fruit class
[Inherit Food class] -> this means it inherits all the properties of the Food class... (methods too)
property grows_on_plants;
property has_seeds; (Assuming all fruit had seeds)
Class3: Apple Class
[Inherit Fruit class] // No need to inherit food class,
// because Fruit already does that
property color; // possible values, brown, white, etc
method eat_me(); // executed when something eats the apple
event fall_from_tree();
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I hope that helped. It took me a while to really understand
the class structures, and I'm still not extremely comfortable using it, but I think I understand it a lot better since I got some generalized examples like these.
MG