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Case study 2: Block Game in Font
Case study 2: Block Game Code128 Generation In None Using Barcode creation for Font Control to generate, create Code 128 Code Set C image in Font applications. www.OnBarcode.comEncode PDF-417 2d Barcode In None Using Barcode encoder for Font Control to generate, create PDF-417 2d barcode image in Font applications. www.OnBarcode.comOur first complete game prototype of the book is the imaginatively titled BlockGame, which you ll find in the chapter s source files. Run the SWF, and you ll see that it s a familiar paddle-and-brick game in the style of Breakout, as shown in Figure 4-53. Use the mouse to move the paddle and break the bricks. When 30 bricks have been hit, a Game Over message is displayed. Printing USS Code 39 In None Using Barcode creator for Font Control to generate, create ANSI/AIM Code 39 image in Font applications. www.OnBarcode.comUniversal Product Code Version A Printer In None Using Barcode maker for Font Control to generate, create UPC-A Supplement 2 image in Font applications. www.OnBarcode.comCOLLISIONS BETWEEN POLYGONS
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This will be a bit confusing at first, but we ll look at how this works practically in the pages ahead. Game view: A class that uses the game model data to display the game. It s responsible for adding and removing game elements to the stage. This includes game levels, menus, and score displays. It doesn t handle any game logic; however, it includes logic for the user interface, such as what to do when a player clicks a button. And it also includes any logic it needs to display game data, like the score or to switch levels. Game controller. All the game logic: initialization, level setup, collision detection, and scoring. It also creates all the objects used in the game and adds them to the game model. This is the most complex class. Application class: This is the game s common point of entry. Use the application class to compose the MVC system and add the game view to the stage. The application class has privileged access to the stage object, so we need to feed it a reference to the stage to the view and controller classes. Figure 4-54 shows how this all fits together. Take a look at the BlockGame folder, and you ll find four files, each of which corresponds with the preceding main components: BlockGame.as (the application class) GameModel.as GameView.as GameController.as We ll take a look at each of these in turn and see how they work together to build the game. 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