Summary

In this chapter we have covered the following:

  • How to give a computer-controlled object some kind of a brain. We have used a simple heading logic to let the enemy plane turn in the closest direction where the player plane is.
  • Use of particles to simulate smoke that is emitted from a plane that was previously hit by a bullet. Also, showing an explosion when a plane was destroyed.
  • Letting clouds float over the screen and wrap them at the edges of the visible area to the opposite site.
  • How to create a GLFW app.

In the next chapter, we will create our last game together, Treasure Chest. Hopefully, you have enjoyed this chapter and will keep on reading till the end of the book.

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