Game Development Reference
In-Depth Information
Extending the game
We have covered a lot in the last two chapters, and we did it at a very rapid pace. As you can see
from the final game, it is lacking a little polish that you would expect from a finished arcade game.
Some things, like a pause function and a mute button, will be covered in later chapters. We will
also cover creating slightly better level transitions that are not as abrupt the ones in this game.
One thing that you can do for yourself right now is to create more levels. If you need a refresher,
please refer to Chapter 6. If you do add more levels, you will need to do things to make sure they
are implemented properly:
1.
Create a new two-layer level in Mappy.
2.
Save both layers out as ActionScript.
3.
Create a new Level.as subclass, and call it Level2.as .
4.
Make any level-specific changes to the new level; for example, you might want to
update attributes such as enemyIntelligence .
5.
Add the backGroundMap and spriteMap data from the exported Mappy files.
6.
Add a new reference to Leve2 in the levels creation code:
private var levels:Array = [undefined,new Level1(), new Level2()]
7.
Repeat these steps for all of the levels you create.
On to Color Drop
If you made it through these last two chapters completely unscathed, give your self a huge
standing ovation. Remember all the way back when we covered the basics of a tile sheet?
Between that topic and now we have completed an extendable game level creation system using
GIMP and Mappy. We also created a set of code to handle levels and level data, explored how to
move game characters around a tile-based maze, how to fire projectiles, how to code enemy
chase AI specific to arcade maze games and much more.
In the next chapter, we will take a break from arcade-style games and create a casual game
using the framework and many of the classes we have built so far.
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