Game Development Reference
In-Depth Information
Skinning the Game
Now you are able to build playable games with Box2D, but don't expect them to be a
success if you just use the built-in debug draw to render the world.
Cute graphics really make the difference between a playable game and an awesome
game. Would you have more fun killing pigs with angry birds or killing gray circles
with gray squares?
In this chapter you'll learn how to skin your game, in order to give it a solid
personality using the following concepts:
• Replacing debug draw with your own graphic assets
• Synchronizing graphic assets with Box2D bodies' position and rotation
By the end of the chapter, you will have your Angry Birds and Totem Destroyer
games skinned with your custom graphics.
Replacing debug draw with your own
graphic assets
This may seem obvious, but in order to replace debug draw with your graphic assets,
you will need to draw some graphic assets.
So the first question is, how many sprites do I need to draw?
Let's make a list of the actors in the Totem Destroyer game:
• Two 30 x 30 pixels breakable bricks
• One 120 x 30 pixels breakable brick
• One 90 x 30 pixels breakable brick
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