Game Development Reference
In-Depth Information
Summary
In this chapter, a crucial procedure in game development was introduced. Centralizing the logic that creates and
removes scenes assures that the game will only run in one state at a time, and allows the addition of new states to be
easily accomplished. As you build more games, the patterns I introduced for state machines might change to fit your
personal needs or preferences, but the underlying goal to manage game state will remain the same.
The last three chapters introduced three major development techniques. Extending EaselJS to create custom
classes, the management of assets, and the utilization of a state machine will make your next game project a well-oiled
machine. In the next chapter, these techniques will be used to create a high-action space shooter game.
 
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