Game Development Reference
In-Depth Information
13
MIXUP ASIMPLEENGINE
CHAPTER OUTLINE
The Main Document
245
The MixUp Class 245
The Title Class 248
The RulesPanel Class
249
The Game Class 250
The Interfaces 254
The GameBoard Class 256
The SourceImageEmbedded Class 263
The GameHistory and Results Classes
265
The SourceImageCamera Class
267
Review 270
Up to this point, we
ve gone through many examples of different
aspects of game development. Now, let
'
s pull them together to
create a simple game from start to finish. In this chapter, we will
discuss how to create a basic image scramble game that we
'
ll call
MixUp. This is a popular type of puzzle game, in which an image
is broken into rectangles on a grid and reshuffled. Players must
click on these
'
to interchange their positions and, ulti-
mately, restore the original image. The difficulty of these puzzles is
a combination of the number and size of the rectangles the image
is broken into and the amount of detail in the imagery. We
pieces
ll create
an engine that will use and support any resolution of source image
(within reason and memory restrictions) and divide it, dynamically,
into any number of grid rectangles. We
'
ll then see how this basic
engine can be easily extended to support other source images like
video or a live camera feed. Let
'
s get started!
When defining the parameters for a game such as this, it
'
s
important to lay out a set of basic rules before starting to program.
We won
'
'
t do a full-design document, as this is a simple game and
'
'
that
ll just do a bullet-
point list of the feature set and components, so that we know what
we
s not the point of this exercise. Instead, we
'
re dealing with.
 
 
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