Game Development Reference
In-Depth Information
The basic technical design information follows:
Tile size : 32 by 32 pixels
World size: 50 tiles wide by 50 tiles high
Camera size: 12 tiles by 12 tiles
Scrolling tile : Tile-based to a BitmapData canvas
User control : Keyboard arrow keys
Level data format : XML
Tile sheet data format : XML
Game development concepts in this chapter
While creating Drive She Said, we'll cover the following game development concepts in this
chapter:
Extending the BlitSprite class for car-based movement
Moving the sounds into a the Library class (Flex only)
Moving the player smoothly around a scrolling world (not tile to tile movement)
Tile-based blit scrolling with a logical camera
The basic physics of car movement
Collision detection tricks for free form tile movement
Transitions between levels with a simple state machine
Creating a BasicTimer class (for counting down seconds)
Creating a LookAheadPoint class
Integrating Drive She Said into to the game framework
Defining new classes
We'll need to add these new gameplay, helper, and utility classes:
LookAheadPoint : Used for collision detection between car and tiles
Camera2D : Used to orient the display buffer to the correct tiles for screen display
CarBlitSprite : An extension of the Chapter 7 BlitSprite class for car movement
BasicFrameTimer : A very simple countdown counter for the game clock
CustomEventHeartsNeeded : A new custom Event class that will pass the number of hearts
the player needs to collect on a level back to the Main.as to display on the
levelInScreen
Integrating with the game framework
For Drive She Said, we need the following basic screens:
Title screen : Contains a Play button and display the text Drive She Said
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