While we did not create a full physics engine, we did go over some simple techniques to give actors interesting movement. Our discussion was focused on projectile-based movement and included bouncing, jumping, firing, and particle effects. Until now, we acquired a number of creative program techniques that enable us to create a wide variety of animations, simulations, and games. However, creating a fun interactive experience is not trivial. In the next chapter, we are going to learn about game design and a process for game development that will help us create amazing interactive experiences.
Creative Greenfoot: RAW
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Creative Greenfoot: RAW
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Overview of this book
Table of Contents (17 chapters)
Creative Greenfoot
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Free Chapter
Let's Dive Right in…
Animation
Collision Detection
Projectiles
Interactive Application Design and Theory
Scrolling and Mapped Worlds
Artificial Intelligence
User Interfaces
Gamepads in Greenfoot
What to Dive into Next…
Index
Customer Reviews