Game Development Reference
In-Depth Information
Figure 16-8 . Open sprite1.png, select the Paths Tool, and start to draw a simple Path
As you can see in Figure 16-9 , I created the collision polygon using only 15 points .
You can leave the polygon open, and simply add the Z character you learned about in
the first section of the topic, to create a closed polygon . As you can see on the right
side of Figure 16-9 , the polygon conforms closely to the sprite, so during game play the
result of a collision will look like it happened with the pixels of your sprite rather than
with the collision polygon, which even though the collision polygon path data is visible
here in GIMP, will be invisible during your game play.
Figure 16-9 . Insert 15 strategically placed points to define a collision shape and use the Export Path to export SVG
data
Export your hand-drawn path, by selecting, and right-clicking on the Unnamed
Path shown in the middle of Figure 16-9 , and use the Export Path menu option to ex-
port it as the file sprite1svghand.svg , just like you did back in Figure 16-5 . If you
want to name the path in GIMP, you can double-click on the path name in the path dia-
log, and give it a name, if you like. If you want to save your work in the native GIMP
.xcf file format, you can also use the File
Save menu sequence, and give the file a
name, such as sprite1svgpath15points.xcf .
Next, use your Text Editor's (Notepad, for instance) File Open dialog, as was
shown in Figure 16-6 , and open the latest sprite1svghand.svg file, so you can see how
much data you have saved relative to the nearly 100 data point pairs that the GIMP
Fuzzy Select Tool selection work process provided for us in the first section of this
chapter.
 
 
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