This chapter provided you with an idea of how you might go about organizing a more complex game. There were a couple of state machines and lots of scripted events going on in Shoot 'Em Up , and the game's implementation was more detailed and complex than that of previous games .
You should now be ready for some more advanced timing issues as well as the long overdue topic of trigonometry. In Chapter 8, we'll see how to free the game from the frame rate as well as use the trigonometric functions to control the direction of moving clips.