Game Development Reference
In-Depth Information
• The Show Collectables event is very simple, as I used a reference to all of the
collectables I have in the level and applied a node called Set Visibility to them
and marked its New Visibility variable to True . Now I make sure that when the
level starts to loop, it will reset the visibility of the collected items to show them
again and again make them available to be collected. (The pooling theory for bet-
ter performance in Chapter 8 , iOS Debugging and Optimization ). We can also use
a for loop during runtime to look for those collectables and reset them, but hav-
ing a reference for them before starting the level is a faster way than looking for
them during runtime.
• Using the Space Bar actions and the Input Touch actions is the easiest way to
set up a controller for the game quickly. As the game does not require on screen
joysticks, or for the player to tap on a specific area, both of those functions will
work fine to simulate the player pressing or tapping the screen. And as we are us-
ing the Character class to control the player's character, we have direct access to
a function called Jump , which will cause the player to jump with the specified
force in the Movement component .
• On Event Tick , we can check every frame to know whether the Character
Movement component of the Character class is moving on the ground, and us-
ing the returned Boolean value to control whether we will display a running anim-
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