Skip to main content

Object-Oriented Game Design

  • Chapter
Foundation Game Design with Flash
  • 433 Accesses

Abstract

In this book, I’ve described AS3.0 as an object-oriented programming language, which means that objects are at the very center of the programming universe. If that still sounds hopelessly vague, don’t worry; by the end of this chapter, you’ll know exactly what this means and the power it can give you as a game designer.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 29.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 39.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

Rights and permissions

Reprints and permissions

Copyright information

© 2009 Rex van der Spuy

About this chapter

Cite this chapter

(2009). Object-Oriented Game Design. In: Foundation Game Design with Flash. Apress. https://doi.org/10.1007/978-1-4302-1822-7_8

Download citation

Publish with us

Policies and ethics