Game Development Reference
In-Depth Information
Figure 9-2. All the screens and transitions of Super Jumper
With our screens and transitions defined, we can now think about our world's size and units, as
well as how those sizes and units relate to the graphical assets.
Defining the Game World
The classic chicken-and-egg problem haunts us again. As you learned in Chapter 8, we have a
correspondence between world units (for example, meters) and pixels. Our objects are defined
physically in world space. Bounding shapes and positions are given in meters; velocities are
given in meters per second. The graphical representations of our objects are defined in pixels,
though, so we have to have some sort of mapping. We overcome this problem by first defining
a target resolution for our graphical assets. As with Mr. Nom, we will use a target resolution of
320×480 pixels (aspect ratio of 1.5). We're using this target because it's the lowest practical
 
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