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