Summary
Reading through this chapter, you learned a whole new mechanism to handle input and deliver it correctly to the game's entities. It may not be the simplest concept you will come across, but it certainly pays off later, when you see it under heavier action. Not only have we played with event delivering systems, but we also paid a lot of attention on how to capture input and handle every detail about it. This is essential for every game, after all, who would like to play a game that plays itself?
After having a basic world scene with robust behaviors and features, it is now time to start looking at other phases of a game's development. In other words, the next chapter will cover mechanisms which are not directly related to the game's mechanics and systems, but that instead allow a coherent flow between multiple parts of a game, such as the pause and main menu, the game itself and others that you will encounter. Therefore, expect a lot of interesting information on handling this kind...