You can also use an Xbox One controller or a mouse to control game play. If you have a touch-enabled or accelerometer-enabled device, you can use those devices to move the game board. Marble Maze offers multiple ways for a user to interact with the game board. If the marble falls into a hole, the game is restarted at the last checkpoint location that the marble passed over. Marble Maze adds the concept of checkpoints. The goal of Marble Maze is the same as the table-top version: tilt the maze to guide the marble from the start to the end of the maze in as little time as possible, without letting the marble fall into any of the holes. Marble Maze resembles the table-top labyrinth game that is typically constructed from a box that contains holes and a steel or glass marble. It also demonstrates game mechanics such as rules and goals. It shows how to use graphics, input handling, and audio. We chose Marble Maze because it is relatively basic, but still demonstrates the breadth of features that are found in most games. (However, always ensure that your code passes the Windows App Certification Kit.) When we consider an implementation used here to be essential for successful game development, we emphasize it in this documentation. Feel free to use different techniques or libraries when those better suit your needs. You can adapt many of the implementation details to fit your own practices and the unique requirements of the game you are developing. Marble Maze illustrates design patterns that we consider to be best practices for creating UWP games.
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