Game Development Reference
In-Depth Information
You convert the character to lowercase so the instruction works for both normal and boxed
penguins. To complete the
Animal
class, you add a few convenient methods to check whether
you're dealing with a special case such as a multicolored penguin, an empty box, or a seal. For the
complete
Animal
class, see the example program
PenguinPairs4
belonging to this chapter.
Finally, you also have sharks in the Penguin Pairs game. Sharks are relatively simple animals, and
they can't be controlled by the player (very much as in real life!). Therefore, rather than the
Animal
class, you use
SpriteGameObject
for them, which contains everything you need. You follow a
procedure similar to that for the penguins. You create a tile and a shark, and store the sharks in an
array so you can easily find them later:
t = new Tile(sprites.field);
t.sheetIndex = row + col % 2;
tileField.addAt(t, col, row);
var s = new SpriteGameObject(sprites.shark, ID.layer_objects_1);
s.position = t.position.copy();
playingField.add(s);
this.sharks.push(s);
break;
Now that you've dealt with all these different cases in the
switch
instruction, you can load each level.
Have a look at the
Level
class in the example to see the complete level-creation process.
Figure
21-2
shows a screenshot of one of the levels after it's been loaded.
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