Implementation and Analysis of Reusability Framework Design for Event User Interface Component in Phaser 3

Ahmad Arsyel Abdul Hakim, D. S. Kusumo, Jati H. Husen
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Abstract

The growth of game development is now widely supported by software such as game engines and game frameworks. Phaser 3 is a popular HTML5 based game framework on the browser platform. However, Phaser 3 does not facilitate managing code of User Interface (UI) event component. Sometimes a game developer discovers that UI event component codes, such as buttons or joysticks that have been created, must be regenerated on subsequent projects with the same function. In this research, we proposed a reusability framework for Phaser 3 by combining the factory method and the singleton pattern in managing UI event components. The aim is to make developer productivity increased so that there is no need to repeat the algorithm or code that has been created previously. Our results show that the Phaser 3 UI standard has less a reusability value of 64,241%, while the proposed framework that was built has relatively higher reusability, that is equal to 84,576%. Game developers can add the combination of design patterns, as good software development practices, into an existing game framework to achieve code reusability without major changing on the existing game framework. This approach can also be used for the creators of game framework to use design patterns from the outset of development of game framework.
第三阶段事件用户界面组件可重用框架设计的实现与分析
游戏开发的增长现在得到了游戏引擎和游戏框架等软件的广泛支持。Phaser 3是一款基于浏览器平台的流行HTML5游戏框架。然而,Phaser 3不能方便地管理用户界面事件组件的代码。有时候,游戏开发者会发现UI事件组件代码(如已创建的按钮或操纵杆)必须在具有相同功能的后续项目中重新生成。在本研究中,我们通过结合工厂方法和单例模式来管理UI事件组件,为Phaser 3提出了一个可重用性框架。其目的是提高开发人员的工作效率,这样就不需要重复以前创建的算法或代码。结果表明,Phaser 3 UI标准的可重用性值较低,为64,241%,而构建的建议框架的可重用性值相对较高,为84,576%。游戏开发者可以将设计模式组合(作为良好的软件开发实践)添加到现有游戏框架中,以实现代码可重用性,而无需对现有游戏框架进行重大更改。这种方法也可以用于游戏框架的创造者在游戏框架开发的一开始就使用设计模式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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