Game Development Reference
In-Depth Information
else
m_s.x = m_x + 1;
}
/**
* Timer ends. Restore the original
* x co-ordinate of sprite.
*
* @param e
*
*/
private function onTimerEnd(e:TimerEvent):void {
m_s.x = m_x;
}
}
}
Summary
This chapter concludes the code walk-through of the Hello World sample. In this
chapter, we mostly dealt with game states, their types, and the rules associated with
each type. We saw the actual game state API usage in the Hello World sample and a
detailed API description.
We also saw some helpful classes that are part of PulseUI, such as the button effect,
Slider, and the shaker.
In the following chapters, we will do a detailed walk-through of few other simple
games, starting with tic-tac-toe, a multiplayer jigsaw, and a racing game.
 
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