- Overview
- Transcript
5.1 Building Levels
We've already learnt how to represent a tile-based game in a two-dimensional array, but while tiles are great for certain types of games, they won't work for our space shooter. We'll take a look at a hybrid approach that will give us fine-grained control, along with the ease of use that comes with tiles.
1.Introduction1 lesson, 05:17
1 lesson, 05:17
1.1Introduction05:17
1.1
Introduction
05:17
2.Getting Started3 lessons, 28:08
3 lessons, 28:08
2.1Setting Up09:08
2.1
Setting Up
09:08
2.2Getting to Know EaselJS11:01
2.2
Getting to Know EaselJS
11:01
2.3Object Oriented Programming in Games07:59
2.3
Object Oriented Programming in Games
07:59
3.Building a Tile-Based Game2 lessons, 18:13
2 lessons, 18:13
3.1Building the World07:55
3.1
Building the World
07:55
3.2Implementing the Game Logic10:18
3.2
Implementing the Game Logic
10:18
4.Building a Space Shooter Game6 lessons, 52:27
6 lessons, 52:27
4.1Managing Keyboard Interactions08:40
4.1
Managing Keyboard Interactions
08:40
4.2Moving Our Hero08:59
4.2
Moving Our Hero
08:59
4.3Mouse Interaction08:07
4.3
Mouse Interaction
08:07
4.4The Game Camera08:37
4.4
The Game Camera
08:37
4.5Managing Collisions: Meteors11:17
4.5
Managing Collisions: Meteors
11:17
4.6Managing Collisions: Lasers06:47
4.6
Managing Collisions: Lasers
06:47
5.Final Touches2 lessons, 18:32
2 lessons, 18:32
5.1Building Levels10:09
5.1
Building Levels
10:09
5.2Graphics and Spritesheets08:23
5.2
Graphics and Spritesheets
08:23
6.Conclusion2 lessons, 11:47
2 lessons, 11:47
6.1Add a HUD (Heads Up Display)07:05
6.1
Add a HUD (Heads Up Display)
07:05
6.2Conclusion04:42
6.2
Conclusion
04:42
I am a Senior Web and Applications Developer who has extensive experience in both Art Direction and Development. I love to create and build things. My passion for the digital world has taken me across the entire spectrum of the creative process, from conceptualization to development and continuous engagement with the product’s life-cycle.