-
StateMachine : Added because of multiple states that UI can have, The game has several states and for easier controll, and avoiding recoursive game flow I dicedided to implement finite state automation to handle with it, also it handle the user swap and click controll.
-
Actions :
- Added timing function callbacks for handling events that could happen after some period of time.
- Examples : The game should exit after 60 seconds, the game should be ready after 3 seconds e.t.c...
- Added MoveTo action for views, and it can accept sequence of MoveTo destinations that allow the view to move smoothly to specified position for specified ammount of time.
-
I also added some functionalities such as:
- setVisible
- ConvertToNodeSpace
- ConvertToWorldSpace
Used Time/Memory profilers
The executable can be found in "Worktest/Debug/worktest"
I had no time to optimize the game to the state-of-the-art big(O) complexity. There are some naive searches that could be speeded-up, but since the constraints are small, I decreased the priority of optimiziation.