The game will have the following objects:
Just like before, layers will help us to organize other objects and just work on the ones we need at a certain state of the game. These layers will be used in the listed order:
The background layer will hold some info text and the play field grid. The game layer will contain the various gems and the gem selector. The GFX layer holds the particle effects. To display the "Game Over" message, we will utilize the game over layer. To display the game menu, the menu layer will contain all the buttons to press. As we want to know which the highest score is, we need a score layer. And finally, the title layer will serve the purpose of displaying the game title.
The title screen will be made of some text objects. One is prominently for the game title, and two are for the game's author and the version number of the game. We will let the title screen fade into the menu screen when you start the app.
In previous games, we had made the title screen and the menu screen into one. Now that we have separated them, we have one text object for the title, and then three text buttons—one to start a new game, one for showing the high-score list, and one to exit the app.
Just like in Game #4, Comet Crusher, this game will feature the ability to store, save, load, and display a list of the ten highest scores reached in the game. It will be made up of several text objects and a text button to go back to the menu.
The game background screen, which you will see when you actually play the game, displays multiple cell images that together display the map grid. Also, four text objects will be used to display the current score of the game and how much time is left.
As this game is about a treasure chest, we are dealing with gems—lots of them, and different ones. Each type has a different color, so they are easier to identify.