You have the essential game objects defined, but you have not created a game level yet. This video shows how to put the platforms together to form a game level.
- [Voiceover] Hi there.…In the last video, we created the platform class,…which works by simply extending the GameObject class.…In this video, we will add the platform…to the stage with a better hierarchy.…We will create a World Container.…Then, we will put the avatar and platforms into the World.…We will also store all the references at the platform.…Then, we'll add the World stage.…We will create a new class named World.…It is not a GameObject.…
It is a Container for our GameObjects,…so we directly extend the World…to the createjs.Container class.…The purpose of the World is to store…the Hero and all the platforms.…In the future, we can add…Platform Management Logic inside the class.…We can also control the offset of the World…to make it follow the avatar's running in future.…So, by creating this class,…we encapsulate the World logic in one place.…
In the constructor, we define an array…to store all the platforms' references.…We need those references to create and remove platforms…during gameplay.…We create a new method called addHero…
Note: This course was created by Packt Publishing. We are pleased to host this training in our library.
- Planning your first game
- Setting up your file structure
- Setting up HTML and JS
- Drawing basic shapes with EaselJS
- Implementing your first game object
- Creating the core game logic
- Adding graphics to your game
- Planning your second game
- Handling obstacle and hero collisions
- Making the hero run and jump
- Adding graphics and animations
- Polishing your final game
Skill Level Beginner
Q: Should the exercise files be run from a server or locally?
A: Please run the exercise files from a server as directed. The files will not work properly if run locally.
iOS Game Development with Swift 3 and SpriteKitwith Todd Perkins2h 52m Intermediate
1. Planning the Count Game
2. Creating the Core Game Logic
3. Polishing the Count Game
4. Planning the Rush Game
5. Moving the Character
6. Collision Detection
7. Building Levels
8. Polishing the Rush Game
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