Chapter 7. Application Control

In this chapter, we will cover:

  • Toggling window and fullscreen modes
  • Controlling game state
  • Decoupling modules using events
  • Handling events more elegantly
  • Managing recurring tasks

Introduction

So you wrote down your game idea into a nice design document? You convinced yourself and hopefully others, too, that it really would make a nice game once your vision has taken the form of an actual, completed, and polished product? Or maybe someone else inaugurated you into his or her game design ideas? Congratulations to you! This means you completed one very challenging step of the game production process!

Having a complete game design does not mean, however, that you are through with the challenges of creating a game. In fact, you are standing at the beginning of a very interesting journey towards the completion of your product.

Luckily, Panda3D provides you with a very impressive set of building blocks for implementing your game ideas at a level of abstraction that hides away many of the challenges, hassles, and annoyances of some lower-level programming APIs.

Unluckily for you, Panda3D cannot magically connect the single parts on its own to form the game you've imagined—ultimately it's your task to produce the application that implements the algorithms and rules that produce the entertaining behaviors described in your game design! That is where this book, and this chapter in particular, come in. This chapter will show you some tricks and techniques that put you in control of that application and enable you to connect the various modules that Panda3D provides.

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