Game Development Reference
In-Depth Information
which will also have credits for the various programmers and new media artisans who
worked on the creation of the game engine and game assets.
The next level down of the InvinciBagel game design foundation that you will de-
velop is the under the hood , or back-facing (unseen by the game user), game engine
component Java class design aspects for the InvinciBagel game. These include a game
play engine , which will use a javafx.animation.AnimationTimer class to control the
game play updates to the game play interface screen; a sprites engine , which will use
Java list arrays and sets to manage game sprites; a collision engine , which will detect
and respond when a collision has occurred between two sprites; a physics engine ,
which will apply force and similar physics simulations to the game play so that sprites
accelerate and react to gravity realistically; and an actor engine , which will manage
each of the characteristics of individual actors in the InvinciBagel game.
Finally, you will modify your existing InvinciBagel.java Application subclass to
implement a new splash screen and buttons for the game play screen and for the other
three functional information screens needed to provide these top-level UI features and
the foundational UI screen infrastructure for this InvinciBagel game application. This
will ultimately get you into some Java and JavaFX programming, as you create the
foundation for the game.
Game Design Foundation: Primary
Function Screens
One of the first things you want to design is the top-level, or highest-level , UIs that
your game's users will interface with. These will all be accessed using the InvinciBagel
splash (branding) screen, contained in the primary InvinciBagel.java class code. As
discussed previously, this Java code will extend the javafx.application.Application
class and will launch the application, displaying its splash screen, along with options to
review instructions, play the game, see the high scores, or review the game's legal dis-
claimers and game creator credits (programmer, artist, writer, composer, sound design-
er, and so on). A high-level diagram showing the game, starting with functional UI
screens at the top and progressing down to the OS level, can be seen in Figure 6-1 .
 
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