Summary
Glancing back through the previous pages in this chapter, it might be easy to think that we haven’t accomplished a whole lot, but never sell yourself short – the things we’ve covered in this chapter aren’t the most straightforward to understand or wrap your brain around! Constructing and orchestrating the sequencing of SplashScreen
starts to ramp up the complexity of our code, not counting the mental whiplash induced by pivoting from that to input in the space of a page.
As stated earlier and not redundantly stated again now, entire thick textbooks can and have been written on the topic of input handling, something we’re trying to cram into a mere fraction of that. Not only that, but we are now able to approach future features with a much clearer picture of how all of the non-game-specific tasks are to be managed and handled.
That statement could be expanded to cover this and the other chapters in this section as well – we&...