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                                    Introduction video

Architectural design decisions

  • 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

Environment Xcode 9.2

Used Time/Memory profilers

Execution file

The executable can be found in "Worktest/Debug/worktest"

Concerns

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.

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