Summary

How's that for an introduction to the HUD Editor window? The fun thing about the HUD is that it tends to tie everything together. In this chapter, we have created states, new variables, functions, handlers, actions, and components—all to support what was happening in the HUD. To recap, we first looked at states and how they can help us manage our game modes and the HUD Editor window and how to add components. Then, we built game menus for the title screen and during the game. We wrapped up the chapter by setting up a game overlay, the main feature of which was a health bar that we were able to tie in with the end of the game.

Good job! Our game is officially done! Of course, as always, there are plenty of other things we could have added in this chapter that would make our game more complete such as a timer, scoring, high scores list, and adjustable settings. But you can't do everything in a book this size and where would the fun be if you saw how to do everything? You need something to experiment with on your own. This game won't win any awards, or even make any money, but we did learn a lot making it. We won't be done until we get this thing on a device! To that end, the final chapter will cover adding touch handling events and deploying the game to an Android mobile device.

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