Game Development Reference
In-Depth Information
cognizant of how many Scene Graph Node objects you are asking the pulse engine to
process, because, if this number gets to be too large, it will start to affect the game's
performance.
Java Class Structure Design: Game
Engine Support
Next, let's take a look at how the functional structure of the InvinciBagel game will
need to be put together under the hood, so to speak, within your Java 8 game program-
ming code, which is what this topic is all about! There is really no correlation between
what the front-facing UI screens look like and what the underlying programming logic
looks like, as the majority of the programming code will go toward creating the game
play experience on the game play screen. The game instructions and legal and credits
screens will just be images (ImageView) and will either have the text embedded in the
image (resulting in fewer Scene Graph nodes used) or composite a transparent Tex-
tView on top of the ImageView. The high scores screen will take a little bit of program-
ming logic, which you will do toward the end of the game development, as the game
logic has to be created and played for high scores to even be generated in the first place
(see Chapter 17 ) !
Figure 6-2 displays the primary functional area components required for the Invin-
ciBagel game to be complete. The diagram shows an InvinciBagel Application sub-
class at the top of the hierarchy, creating the top level and the scene, and the Scene
Graph contained below (or inside) it.
Figure 6-2 . Primary game functional classes and how they are implemented under the Scene and Scene Graph levels
 
 
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