How to build a puzzle game utilizing OOP techniques
January 27th, 2012
As all the the flash games you happen to be acquainted with, this puzzle game has been designed using a simple principle, which is matching a certain number of shades. In the left side of the game square, you’ll find the order colors must be put into. As an illustration, if you have a red square in the left side it implies that you should put in the fist line simply red squares. Also, if you realise on the subsequent line a blue one, following the red square, it means you ought to only add blue squares in the second line, etc.This game’s judgement is a really simple one, but it could keep you in guard, and will excite your attention and your ability to concentration. Furthermore, there is an empty square, that allows you to shift the coloured squares, so as to place them in the right combo. Although the switching is not animated, the colored squares are incredibly close to each other, that they look like they are changing.One more attribute of the game is the timer. You ought to be as fast as possible because it is only going to stop when all squares are in the right area. Moreover, as in all flash games, this puzzle game offers four classes: main class, the matrix, reasoning issues and, finally, the box.In addition creating the structures of the other 3 classes, the main class has to manage both the timer and the text field. The box class represents a single square, it receives a color code parameter in addition to a unique coordinate, for you to offer details about the position of a particular color in a certain line. Again, the matrix class is the one accountable to arrange all boxes, and the logic class, you might guess, is the brain of the recreation.