Use the createJS. Ticker function to apply a falling speed to the hero and make him move.
- [Instructor] In the last section,…we made the Hero runs and jumps on the platform.…In this section, let's work…on the collision detection logic.…We will implement the Enemy game object.…And then, we'll check the collision…between the Enemy and Hero.…Then we make the collision detect logic, generic,…to fit different types of game objects.…Next, we create another new type of game object, the coins.…And also, handle the collision…between the Hero and the coins.…
Let's work with the first video of this section.…Implementing the Enemy Game Object.…In this video, we define a new type…of game object, the Enemy.…We will define the class which uses the obstacle graphic.…Then, we define how the Enemy moves on the platform.…Next, we place an instance of Enemy on the platform.…At last, we add the missing background graphic to the game.…The Enemy is a moving game object.…We are going to move them on the platform.…
We create a new class named Enemy…that extends MovableGameObject.…In the constructor, we call super…with an instance of lib.ObstacleGraphic as the parameter.…
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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