Reader small image

You're reading from  Android Game Programming by Example

Product typeBook
Published inJun 2015
Reading LevelIntermediate
Publisher
ISBN-139781785280122
Edition1st Edition
Languages
Tools
Right arrow
Author (1)
John Horton
John Horton
author image
John Horton

John Horton is a programming and gaming enthusiast based in the UK. He has a passion for writing apps, games, books, and blog articles. He is the founder of Game Code School.
Read more about John Horton

Right arrow

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...

lock icon
The rest of the page is locked
Previous PageNext Page
You have been reading a chapter from
Android Game Programming by Example
Published in: Jun 2015Publisher: ISBN-13: 9781785280122

Author (1)

author image
John Horton

John Horton is a programming and gaming enthusiast based in the UK. He has a passion for writing apps, games, books, and blog articles. He is the founder of Game Code School.
Read more about John Horton