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Game Development Patterns and Best Practices

You're reading from   Game Development Patterns and Best Practices Better games, less hassle

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Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781787127838
Length 394 pages
Edition 1st Edition
Languages
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Authors (2):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
Matt Casanova Matt Casanova
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Matt Casanova
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Table of Contents (13) Chapters Close

Preface 1. Introduction to Design Patterns 2. One Instance to Rule Them All - Singletons FREE CHAPTER 3. Creating Flexibility with the Component Object Model 4. Artificial Intelligence Using the State Pattern 5. Decoupling Code via the Factory Method Pattern 6. Creating Objects with the Prototype Pattern 7. Improving Performance with Object Pools 8. Controlling the UI via the Command Pattern 9. Decoupling Gameplay via the Observer Pattern 10. Sharing Objects with the Flyweight Pattern 11. Understanding Graphics and Animation 12. Best Practices

How can we control actions through buttons?


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.

At its core, a button has an action that needs to be performed when it is clicked or selected. This behavior is usually simple; it doesn't require creating an entire state machine class. It does however, require a little thought so we don't end up hardcoding...

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