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Real-World Flash Game Development, 2nd Edition by Christopher Griffith

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5

THE LEAST YOU CAN DO VERSUS AN ARCHITECT’S APPROACH

CHAPTER OUTLINE

Basic Encapsulation: Classes and Containers

Store Relevant Values as Variables and Constants

Don’t Rely on Your Stage

Don’t Use Frameworks or Patterns You Don’t Understand or That Don’t Apply

Know When It’s Okay to Phone It In and When It Definitely Isn’t

Transitioning to Architecture

OOP Concepts

Encapsulation

Inheritance

Polymorphism

Interfaces

Practical OOP in Game Development

The Singleton: A Good Document Pattern

Summary

The subtitle of this book may be How to Follow Best Practices, but it’s only fair to cover some “worst practices” and basic pitfalls you should avoid when getting started. As such, the first half will look at the bare minimum any Flash game developer should ...

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