Game Development Reference
In-Depth Information
Figure 13-21 . Testing the InvinciBagel character animation; showing here is the landing animation, using isFlipH
mirror
Now that our arrow keys are invoking the primary run-leap-fly-land game play
states, let's test this new S and W key logic that we put into place at the end of this
chapter, so that we can invoke some of the less-often used (evade bullet and jump over)
sprite cel states, which will add even more diversity to this character animation which
we have put into place during this chapter using only around five dozen lines of code
(two dozen in InvinciBagel.java and three dozen in Bagel.java). As you can see in Fig-
ure 13-22 on the left side, when we use the S key the InvinciBagel character turns side-
ways so that the bullets fly past (in front of) him, and on the right side of the screen
shot, you can see that when we press the W key, the InvinciBagel character will hurdle
over objects!
Figure 13-22 . Testing InvinciBagel character animation; shown here is the evade (left) animation, and jumping
(right)
 
 
 
Search WWH ::




Custom Search