April 2021
Beginner to intermediate
506 pages
11h 57m
English
In the previous chapter, you started using the Entity Component System (ECS) architecture. As you were learning about this popular game design pattern, you built four separate components for the Val’s Revenge game.
In this chapter, you’ll pick up where you left off, adding two more components: one to handle collectible items, and one to manage the physics bodies. You’ll also begin to add more gameplay- and game state–related logic, such as what happens when players find treasure and food, or what happens when they pick up keys that Val can use to unlock doors.
Game State and the State Pattern | |
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