Game Development Reference
In-Depth Information
15
MARBLE RUNNER: OUR FIRST
MOBILE GAME
CHAPTER OUTLINE
Part 1: Best Practices for iOS Games
320
Filters (and PixelBender) 321
Vector Shapes (and Shape Tweens)
322
Text 323
Motion Tweens 324
The Drawing API, Masks, and Blends
324
Runtime Loaded SWFs
324
The GPU Is Here to Help
325
Not Without Its Limits
326
Code Matters, Too 326
Declare Your Types 327
Use Static Properties and Functions
327
Make Final Your Answer 328
Recycle, Both In Your Code and In Your Home
328
Avoid Extremely Large Frameworks and Libraries
329
Keep Your Display List Shallow 330
Don ' t Use Events Where You Can Easily Use Functions
330
A Question of Balance: Inheritance versus Interfaces
331
A Real-World Example
332
The XFL Document
332
Space.as 332
Rock.as 333
SpaceRocks.as: The Document Class
336
The FrameRateProfiler Class
338
Part 2: Marble Runner 338
The Accelerometer Class 339
How Accelerometer Values Are Computed
340
The Game: Marble Runner
342
The XFL File 343
The Classes 343
LabyrinthEngine 344
LabyrinthLevel 350
IBall, IHazard, IWall 352
MarbleRunner: The Document Class
354
 
 
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