Designing some levels
Remember our sprite sheet that we introduced in Chapter 12, Abstraction and Code Management - Making Better Use of OOP. Here it is again, annotated with numbers that represent each tile that we will build our levels from:
I placed the screenshot on a gray background so you could see clearly the different details of the sprite sheet. The checkered background represents the level of transparency. So, all of the tiles except for number 1 will reveal at least a little of the background behind them:
- Tile 0 is completely transparent and will be used to fill in the gaps where there aren't any other tiles
- Tile 1 is for the platforms that Thomas and Bob will walk on
- Tile 2 is for fire tiles and tile 3 is for water tiles
- Tile 4 you might need to look quite closely to see. It has a white, square outline. This is the goal of the level where Thomas and Bob must get to together.
Keep this screenshot in mind as we discuss designing the levels.
We will enter combinations of...