In this chapter, we are going to look at four different methods to create large worlds for simulations, games, or animations. We are only going to present the code necessary to accomplish this and not elaborate further. You should combine the methods learned here with the topics presented in the previous chapters to develop complete applications. In addition, we will use very simple graphics in our scenarios and assume that you would spend more time on art and story (as described in Chapter 5, Interactive Application Design and Theory) for your own work.
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