Book Image

Android Game Programming by Example

By : John Horton
Book Image

Android Game Programming by Example

By: John Horton

Overview of this book

Table of Contents (18 chapters)
Android Game Programming by Example
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
7
Platformer – Guns, Life, Money, and the Enemy
Index

Eye candy


The next three sections in this chapter will be purely aesthetic. We will add a whole bunch of different tile graphics with matching classes so that we can use a whole lot more artistic license to make our levels more interesting. The difference between the tiles will be purely visual, but it will be fairly simple to make them more functional than that.

For example, we can easily detect collision with a snow tile and have the player keep moving briefly after stopping to simulate skidding, or perhaps; the concrete tile can allow the player to move faster and therefore change the way we design big jumps and so on. The point is that you don't have to just copy paste the classes as they will be presented here.

We will also add some completely aesthetic props: mine carts, boulders, stalactites, and more. There will be no collision detection for these objects. They will allow the level designer to make the levels more visually interesting.

Tip

It would be simple to make these aesthetics...