We have covered a lot of material that is familiar yet new here. We have leveraged quite a few community resources for this project. We built our tile map with Tiled. We used SneakyJoystick rather than build our own joystick and button classes. We have dipped our toe in the A*
waters with the help of Johann Fradj. We kept our layers separated into functional units so we could keep our code cleaner and more performant. Not to mention we had the opportunity to ponder why an orange would be the mortal enemy of lettuce.
This game is very basic on purpose. Once you master the concepts we covered here, it is easy to leverage this project to power a much bigger (and more sensible, perhaps) game. One of the great things about creating a game with tilemaps is that there is a lot of directly reusable code from game to game. For instance, the isValidTile
, isWall
, and so on methods are easily adaptable to any tilemap-based project. Reusability of code is key to writing code faster.
As we have...