Summary

In this chapter, you learned how to implement the player's character, platforms, and collectible items in conjunction with a basic yet functional physics simulation and collision detection code. Nonetheless, it should be mentioned that the physics simulation as well as the collision detection code both have their limitations. However, as long as our original requirements of the game do not change, we will be just fine.

Furthermore, we completed the level loader and discussed how jumps for our player's character work. Two conditions to lose extra lives and reaching game over were added. The camera's position has been constrained in a way that it will never follow the player's character below the height of the water. Finally, we added a GAME OVER text message so that the player receives a visual feedback that all lives have been used up. The feather power-up also gives visual feedback when collected and active by displaying a feather icon with a nice little countdown timer that shows the remaining time for the effect to last.

This concludes the basic implementation of the Canyon Bunny game, which also means that we have now implemented all the features that we had originally defined in our outline back in Chapter 1, Introduction to LibGDX and Project Setup.

In the next chapter, we will create a menu system to enrich the overall game experience.

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