Like it was stated earlier, CometCrusher will feature a few game objects. Most of them won't be stationary and all behave differently in the game.
Each object will be created via a call to the CreateLayer, CreateImage, LoadSound
, or LoadFont
methods of fantomEngine.
So let's talk about them one by one.
The game will feature a few layers (groups). Each layer groups several objects. Thus, it makes sense to group objects that need to be handled together. The collision detection of fantomEngine will only work with objects that are in the same layer.
All layers are rendered in the order of their creation. The same goes for the corresponding objects in each layer, unless they are a child of an object.
For the game, we will have a few layers, as follows:
Background
Game
ParticleFX
UI
Title
High score list
Not every layer is visible at all times. For example, the high score list and the title are visible only when needed.