Level 2 Implementation
The goal for Level 2 is for the player to navigate to the back of a cave of sleeping lions, pick up the McGuffin, and return alive.
This will require the following resources:
A tile level showing the inside of a cave.
The same main character sprite from before, with added death animations.
A lion sprite, including sleeping, napping, waking, and attacking animations. We will include both lion and lioness for visual variety, but they will behave the same.
A McGuffin object, such as a coin or a star.
The game logic will include determining when the player has reached the McGuffin (“level complete”) or has been eaten by a hungry lion (“level failed”).
AI logic will consist of a lion
entity. The lions will be strewn across the cave floor while sleeping,
forcing the player to weave between them to get to her goal. Occasionally,
they may wake up and look around. If they spot the main character, they
will swipe at him; and if he gets hit, the player loses.
User input will be the same as Level 1, with no changes.
gsLionLevel
If our levels were basically the same as far as game logic and user
input, with only the tile level and entities changing, we would reuse
the same GLESGameState class for each level.
But because each of our levels will exhibit strongly different game logic, and in some cases user input, the best way to represent them is by separating each into its own class.
Therefore, we will create a new class named gsLionLevel that inherits from GLESGameState. We can copy ...
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