Summary
This Chapter has us well on our way to implementing a playable version of Asteroid Belt Assault. We have covered the following:
Building a generic
Sprite
class to represent objects within the game worldCreating a scrolling
StarField
using a large number of sprites that update their own positions and a class to encapsulate the management of theStarField
as a wholeImplementing an asteroid field, with
Asteroids
that rebound off each other, using elastic collisions to simulate realistic changes in direction and speedCreating manager classes for shots, the player's star fighter, and enemy ships
Designing an
Enemy
class that can follow a set of waypoints as the ships traverse the screenBuilding an
EnemyManager
that controls enemy spawn rates and establishes waypoint paths for enemies to follow, as well as controlling enemy fire at the player
In Chapter 5, Asteroid Belt Assault – Special Effects, we will finish building the Asteroid Belt Assault game, by adding a collision management system...