Game Development Reference
In-Depth Information
Chapter 4
Laying The Groundwork for Flak Cannon
In Part 1 of this topic, you learned how to create a game framework and how to apply it to a very
simple game. In this chapter, we will apply what you learned in Part 1 to a complete game in AS3,
including graphics, sound, and collision detection. Now, it is time to put theory to work and make
Flak Cannon (see Figure 4-1).
In this chapter, we will concentrate on the groundwork necessary to support the Flak Cannon
game. This includes designing the game, creating assets, creating a sound manager, exploring
the differences between the libraries in Flash and Flex, creating game difficulty, and creating
moving and animated sprites. In the next chapter, we will put all of these concepts together into a
functioning product.
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