Summary

The development of our game and our game development skills are progressing at a great pace!

In this chapter, we have learned about three different types of collision bounds that can be implemented within Stencyl games:

  • Actor collision shapes
  • Tile collision shapes
  • Custom terrain shapes

We've also seen how we can create very accurate collision shapes in our game, and we have learned about setting up collision groups, so that collisions are only detected when necessary, thereby improving the performance of our game.

Another useful feature that we have examined is the ability to configure an actor's collision shapes as sensors, so that although a physical collision does not take place, our game-code will still be able to react when a collision with a sensor occurs.

Although collisions are now being detected in our game, we still have some work to do! We need to make the game more interesting by providing some feedback to the player when these collisions occur. What should happen when the monkey bumps into an enemy actor? What should happen when the monkey bumps into the collectible fruit actors?

We'll find out the answers to these questions in Chapter 4, Creating Behaviors.

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