Game Development Reference
In-Depth Information
different classes has started to become quite big, and we are relying more and more
on a certain design of the game software. For example, we have chosen to organize
game objects in a tree structure, and we have designed a class for handling game
states. On a more basic level, we assume that game objects themselves are respon-
sible for handling their input, updating themselves and drawing themselves on the
screen. You may not agree with some (or all) of these design choices. Perhaps, af-
ter reading the topic until now, you have formed your own ideas about how game
software should be designed. That is a good thing. The design that we propose in
this topic is not the only way to do things. Designs can always be evaluated and
improved, or even thrown away completely to be replaced by something entirely
different. So, do not hesitate to look critically at the design we propose and try out
other designs yourself. By trying out different approaches to solve a problem, you
will better understand that problem and become a better software developer as a
result.
24.5 What You Have Learned
In this chapter, you have learned:
how to create a separate library with classes that are used by another project;
the difference between public and internal classes;
how to reset a level to its initial state and how to handle going to the next level.
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