Chapter 16: Building Playable Levels and Collision Detection
This chapter will probably be one of the most satisfying chapters of this project. The reason for this is that, by the end of it, we will have a playable game. Although there will still be features to implement (sound, particle effects, the HUD, and shader effects), Bob and Thomas will be able to run, jump, and explore the world. Furthermore, you will be able to create your very own level designs of any size or complexity by simply making platforms and obstacles in a text file.
We will achieve all this by covering the following topics:
- Exploring how to design levels in a text file
- Building a
LevelManager
class that will load levels from a text file, convert them into data that our game can use, and keep track of the level details such as spawn position, current level, and allowed time limit - Updating the game engine to use
LevelManager
- Coding a polymorphic function to handle collision detection for...