Conclusion


We've certainly covered a lot in this chapter. As you can see, the games are getting a bit more complex. And with the addition of arrays, our ability to implement game functionality has become quite broad. The two sample games in this chapter should have solidified your understanding of arrays and how they can be used to store data. We'll be using arrays in nearly every game in the rest of the book, so it's important to understand them.

At this point, we're ready to get more sophisticated with our implementations and start adding more of the details that make games great. Chapter 6's game will be more complex than any so far, but little will be new ActionScript. We will look at one concept that is a part of games on any platform: timing.




Macromedia Flash MX 2004 Game Programming
Macromedia Flash MX 2004 Game Programming (Premier Press Game Development)
ISBN: 1592000363
EAN: 2147483647
Year: 2004
Pages: 161

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