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iPhone Game Development
book

iPhone Game Development

by Paul Zirkle, Joe Hogue
October 2009
Beginner
260 pages
7h 23m
English
O'Reilly Media, Inc.
Content preview from iPhone Game Development

Level 4 Implementation

Level 4 features the timing of jumps across log platforms while avoiding crocodile enemies. Like before, we will be focusing on context-sensitive actions (the jump action will require the same user input as pressing buttons did in the previous level), but this time we use it to cross special water tiles.

This level will require the following sprites:

  • A tile level consisting of a series of solid ground patches separated by water tiles

  • The same Tom sprite as before, adding the “jump” animation

  • A log sprite with “floating” and “sinking” animations

  • A crocodile sprite with “swimming” and “attacking” animations

  • A plant sprite to make the level look like an overgrown swamp

The game logic will include detecting loss and win states. The two ways to lose in this level are to fall into water or to get eaten by a crocodile. The way to win is to reach the end of the level and grab the McGuffin.

The AI will consist of logs that sink when the character lands on them and crocodiles that jump out of the water and snap at the character if the character jumps over them.

We will need to update the Tom class to support the new jump behavior. He is allowed to jump upward (in the positive direction on the y-axis) as long as either solid ground or a log is within three tiles in that direction.

User input will be the same as in the preceding level, except that instead of searching for buttons, we will search for the edge of a platform or a log to jump to.

gsRiverLevel

As in the previous levels, ...

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Publisher Resources

ISBN: 9780596805708Errata Page