Game Development Reference
In-Depth Information
our fixed sprites on the screen, as well as how to create seamless mirrored tiling ef-
fects, and tested our new Prop classes to make sure they were ready for use in design-
ing game play levels.
Finally, we tested two of these four new fixed sprite classes with larger props,
which, if we do not define the fixed sprite objects for use in collision detection by
adding them into the CastingDirector object, could conceivably be used for scene back-
ground compositing. This would help reduce the data footprint for the game, by minim-
izing use of large PNG24 background imagery, allowing us to replace these data heavy
images with far smaller PNG8 background images. These could depict scene “set-
tings,” such as a rainy day, a cloudy sky, or a vivid sunset.
In the next chapter, we are going take a look at how to add a digital audio sound ef-
fects engine to our game code. This audio engine will use the JavaFX AudioClip class
to add sound effect sequencing capabilities to the game, so that we have all of the basic
new media elements (fixed and motion imagery, and audio feedback) to work , with
when we get into adding things such as like physics and collision detection. In this
way , we can start to add in multimedia that will utilize all of our player's senses in the
game play (user) experience.
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