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The next chapter shows you how to build a more entertaining playground for the player using a level editor
to edit the unruly .json files needed for creating levels.
You have now tied together the Canvas and animation code along with some new tile and collision detection to
build a simple platformer game. In a production game there are a number of places where you could continue to
optimize and enhance the engine, including adding in polygon-to-polygon collisions to get more accurate sprite
collisions and using a quadtree or a tile-based system to keep the calculations for sprite collisions to a minimum.
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