Game Development Reference
Let's take a walk through the events of the game, starting with how to make the lh]uan object move.
Moving the player
Control of the lh]uan object is delegated to the Lh]uan class. It's almost identical to code that you
looked at in Chapters 6 and 7, except for one important detail. In the previous versions of this code,
the lh]uan properties were referred to like this:
In this code, it's referred to just like this:
All the code in this class is bound directly to the Lh]uan symbol in the Library . That means that it's run-
ning inside the lh]uan object itself . Because of that, t and u refer directly to the lh]uan object. This is
also the same for all the other properties in the Lh]uan class, such as [rt and [ru.
You can also use the keyword pdeo to make it clear. The properties in the Lh]uan class can also be
written like so, making it obvious that you're talking about this object :
Whenever you see the keyword pdeo, remind yourself that it refers to the object the class is bound
to: this object .