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, ...
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