Game Development Reference
In-Depth Information
Summary
In this chapter, you learned how to set a custom Android and iOS app icon for our
game. You also learned how to use the texture atlases and why these are useful, and
how to load, track, and organize the assets.
We combined our new Assets class with the existing game code and verified that
we can now use textured objects while the remaining functionalities still work. We
covered a brief introduction about handling level data. We also defined our editing
tool to be any drawing program and declared certain color values for pixels to
represent a specific game object in the game world.
In the next chapter, we will discuss how to create a scene in order to visualize the
actual game world. This includes writing a level loader that reads, interprets, and
acts on the image data according to the rules we have just defined.
 
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