In this chapter, you learned how to set a custom Android and iOS app icon for our game. You also learned how to use the texture atlases and why these are useful, and how to load, track, and organize the assets.
We combined our new
Assets class with the existing game code and verified that we can now use textured objects while the remaining functionalities still work. We covered a brief introduction about handling level data. We also defined our editing tool to be any drawing program and declared certain color values for pixels to represent a specific game object in the game world.
In the next chapter, we will discuss how to create a scene in order to visualize the actual game world. This includes writing a level loader that reads, interprets, ...