Collision detection
We will use some sort of collision detection, but a very simple version that is designed only for this situation. In the later chapters, we will see more general solutions, but this isn't necessary here.
There are six spots where collision detection matters in this game; the three lines of packets in the first part, and the three lines of bugs in the second part. Both represent the exact same situation. There is a succession of elements separated by some empty space. The distance between each element is constant along with its size. We don't need to know on which packet the player has jumped or which bugs hit the player, what matters is only if the player stands on a packet or if he/she was hit by a bug.
For this reason we will use the modulo technique we used before to reduce the problem complexity. What we will consider is the following situation:
To know if the player touches the element or not we just need to compare its x co-ordinate with the element position.
The following...