Summary
While I started the chapter expressing that we'll be heading back in time, it doesn't seem quite so true. Many games today still rely on old-fashioned methods to accomplish simple things. In this chapter, we understood how a tile-based game works. We then spent a decent amount of time learning the Tiled Map Editor and explored the various ways we can use its features to design levels. Finally, we implemented a reusable tile-based collision detection algorithm.
In our next chapter, we will head back to Box2D and implement a physics game that involves some complex level design.