Games can be some of the most complicated types of software you can create. And the most fun.
It helps to use modern best practices to avoid messy bugs or more easily fix ones that come up.
Doing so saves you time and headaches. Most importantly it will help you make a better game.
With collisions between the player and platforms taken care of in Part 3, we will tackle creating and keeping score of collected stars. We deviate from the official Phaser guide in how we handle score logic and display using a separate class.
In this final part we make the game more exciting with bombs created by a BombSpawner class. The code looks significantly different from the official Phaser 3 guide as we take everything we've learned in previous parts and apply it!