How to build a puzzle game utilizing OOP techniques

January 27th, 2012

As every one of the flash games you happen to be conversant in, this puzzle game has been designed using a simple idea, which is harmonizing some number of colorations. In the left side of the game square, you will have the order colors must be placed in. For instance, if you have a red square in the left side it indicates that you need to put in the fist line only red squares. Also, if you realise on the second line a blue one, following your red square, this means you should only add blue squares in the second line, and so on.This game’s judgement is an extremely simple one, but it could keep you in guard, and will excite your interest and your capacity to focus. In addition, there is an empty square, that allows you to shift the coloured squares, as a way to place them in the suitable combo. Although switching is not animated, the coloured squares are incredibly close to each other, that they seem like they are moving.Yet another characteristic of the game is the timer. You need to be as quick as possible because it will simply stop when all squares are in the proper area. Moreover, as in all flash games, this puzzle game offers four classes: main class, the matrix, logic things and, lastly, the box.Besides making the structures of the other 3 classes, the main class needs to manage both the timer and the text message field. The box class refers to a single square, it receives a color code parameter and also a special coordinate, to be able to provide information about the position of a certain color in a certain line. Moreover, the matrix class is the one responsible to set up all boxes, and the logic class, you might guess, is the mind of the recreation.

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