Chapter 9. Gemstone Hunter—Standing on your Own Two Pixels
With our level editor completed, we can now move on to build the Gemstone Hunter game itself. As with the other games in this book, we will build on what we have learned in the previous projects and introduce some new concepts.
In this chapter, we will cover the following topics:
A new approach to animating game objects using named animation strips
A more object-oriented approach to game objects
Platform game physics, allowing the player to run, jump, and squash enemies
Processing map codes when a map is loaded to spawn objects in the game world
Using map codes at runtime to generate in-game effects