We will be building a Match 3 game in this chapter. This game is heavily influenced by several of the extremely popular games of the genre, but we will be sticking to core mechanics in this chapter. What is being left out? We will not be including any special modes for matching four or five gems in a row, though those matches will still be scored. We will explore one approach to avoiding a "no more moves" situation using predictive logic and artificial randomness. We will assume you have familiarity with the basic structural concepts from Chapter 1, Thanks for the Memory Game, so we will dive directly into the Match 3-specific code.
Note
We will be using classes with names such as MAMenuLayer
, MAPlayfieldLayer
, MAMenuScene
, and MAPlayfieldScene
throughout the book. The two-letter prefix will be different for each game (MT
for Chapter 1, Thanks for the Memory Game, MA
for this chapter, and so on), but the role each class plays will be the same. This structure is our foundational...