Chapter 7: Designing Your Own Levels
So far, our game has used the physical limits of the device screen as the boundary for both George and our enemy sprites. In this chapter, we are going to show you how to make game levels that are bigger than the screen and how to scroll around the level using a camera to show part of the level.
We will show you how to add dynamic objects or sprites and how to deal with collisions on these larger levels. This is a very common technique and is used by most types of games, including platform games such as Sonic and 2D role-playing games such as Ultima or Zelda.
We will cover the following topics:
- Introduction to Tiled
- Loading a tile map
- Adding dynamic objects to the map
- Understanding map navigation
- Detecting tile collisions