Chapter 7. Retro Squash Game
This chapter is where the fun starts. Although a retro squash game is obviously a step or two down from the latest big-budget game, it is the point when we start to look at some fundamentals—drawing, detecting when objects we have drawn bump into each other, and having animation that is actually controlled by us.
Once you can draw a pixel and move it, it only needs a bit of imagination and work and you have the potential to draw anything. Then, when we combine this knowledge with some really simple math to simulate the physics of collision and gravity, we will be close to being able to implement our squash game.
Tip
Sadly, this book does not have the time to go into the mathematics of turning a dot on the screen into realistic three-dimensional characters moving around in a three-dimensional world. Certainly, the technology and math behind big-budget titles is very advanced and complicated. However, the basics of turning pixels into lines and lines...