April 2017
Beginner to intermediate
394 pages
9h 16m
English
In Chapter 3, Improving on the Decorator Pattern with the Component Object Model, we implemented game objects. Now that we have them, it seems trivial to create buttons on the screen. In fact, in genres such as real-time strategy, there is no difference between clickable buttons and game objects. The player can click on any unit or building and give them orders.
At first thought, our buttons could just be game objects. They both have a position, scale, and texture, and that texture will be drawn to the screen. Depending on the game, you might draw your buttons using orthographic projection while the objects will be drawn using perspective projection. However, the differences go deeper than that. ...
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