Hour 11. Managing a World of Sprites


Hour 11. Managing a World of Sprites

When you think about it, the real world we live in is all about actions and reactions. If you kick a ball, the ball will respond to the impact by traveling a certain distance, where it might collide with another object or eventually come to rest thanks to air and ground friction. The real world is therefore a system of objects that physically interact with one another. You can think of a system of sprites as a similar system of objects that are capable of interacting with each other in a variety of ways. The primary manner in which sprites can interact is through collisions, which involve objects running into each other. This hour focuses on the design and development of a sprite manager that allows you to establish actions and reactions within a system of sprites.

In this hour, you'll learn:

  • Why sprite management is important to games

  • How to design a sprite manager

  • How to modify the game engine to support the management of sprites

  • How to eliminate animation flicker using a technique known as double buffering

  • How to build a program example that takes advantage of new sprite features such as collision detection



Sams Teach Yourself Game Programming in 24 Hours
Sams Teach Yourself Game Programming in 24 Hours
ISBN: 067232461X
EAN: 2147483647
Year: 2002
Pages: 271

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