How to build a puzzle game utilizing OOP techniques

As every one of the flash games you might be aware of, this puzzle game has been manufactured using a simple principle, which is matching a certain number of hues. In the left side of the game square, you will have the order colors should be put in. For illustration, if you have a red square in the left side it indicates that you need to put in the fist line only red squares. Also, if you find on the 2nd line a blue one, following the red square, it means you need to only add blue squares in the second line, and so forth.This game’s judgement is an extremely simple one, but it could keep you in guard, and can stimulate your consideration and your ability to focus. In addition, there is an empty square, that enables you to shift the coloured squares, so that you can position them in the perfect combo. Even though the switching is not animated, the coloured squares are so close to each other, that they seem to be they are shifting.One more function of the game is the timer. You must be as prompt as you can because it will only stop when all squares are in the proper place. Moreover, as in all flash games, this puzzle game includes four classes: main class, the matrix, judgement issues and, lastly, the box.In addition making the structures of the other about three classes, the main class needs to manage both the timer and the text message field. The box class represents a single square, it receives a color code parameter and also a distinct coordinate, for you to offer information about the position of a specific color in a specific line. Again, the matrix class is the one dependable to set up all boxes, and the logic class, as you might guess, is the brain of the game.