Game Development Reference
In-Depth Information
Finally, we tested this new sprite animation code with the rest of the event hand-
ling, Actor and Hero class, CastingDirector class, GamePlayLoop class, and Bagel
class sprite movement and boundary code that we have written over the previous six
chapters ( Chapters 7 through 12 ) . Our sprite movement and animation work together
seamlessly to provide a professional result when navigating our InvinciBagel character
around the game play Stage.
In the next chapter, we are going take a look at how to add fixed game sprite (Prop
Actor) objects into the game, so that we have something to work with when we get into
collision detection, and so we can start to really use our recent CastingDirector class.
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