Level 1 Implementation
As we stated before, the goal for Level 1 is for the player to control the main character in a way that will herd a flock of emu chicks into their mother’s nest.
This will require the following resources:
A tile level with a clear depiction of a nest and a wide space for the chicks to run around in
A main character sprite with idle and walking animations
An emu chick sprite with idle and running animations
A mother emu sprite that will pace back and forth on the nest
The game logic will include detecting when an emu chick has walked onto the nest and removing it from the world when it does, a nest trigger area for determining when emu chicks have reached the nest, and a level complete state transition when all emu chicks have reached the goal.
AI logic will consist of:
A very basic emu mother entity that walks back and forth on the nest
An emu chick entity that will flock together with other emu chick entities and try to run away from the main character
User input will include detecting a single touch on the screen from the player, translating that into world coordinates to detect the target square, and setting the main character’s velocity to move toward that square.
gsEmuLevel
To hold our tile engine, entities, and game logic for the first level, let’s create
a class named gsEmuLevel that
inherits from the GLESGameState
class.
gsEmuLevel will need to keep
track of the TileWorld, the main character entity, the emu flock entities, and the emu mother entity, as well as ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Read now
Unlock full access