![]() PIPE_GAP: Indicates horizontal gap between two pipes as shown in the image above. READY: If in idle state, this indicates waiting for player to tap and start the game RUNNING: Indicates if player started playing the game (not in idle or end state) I will explain what they are for, in a bit. ![]() Now, let’s define some variables that we’ll need throughout the game. Lastly, we have some Sound effects for flapping/spinning, scoring, death, and hit sound. For some, we want them to fire more frequently than others.ĥ. Important thing to notice here is the value of TimerInterval property of these clocks are set to different values. Later in the tutorial as we’d use them, it will become obvious which is for what purpose. We also have different Clock components – for copter’s flap/spin animation, tap instruction animation, clocks for copter to go up and down, etc. All these tiny effects and details make gameplay more exciting and entertaining.Ĥ. This Flash image sprite is to show a quick white flash (death impact) when the player hits an obstacle and dies. We have various ImageSprite components for our copter, green pipes like obstacles, for showing header and tap instruction animation, and a Flash. It’s very important that you name different components with some meanings or purpose so that later you can easily recognize what they are for.ģ. Font size is set to 22 to display scores.Ģ. We have the following components in Screen1 :ġ. A Canvas component which we renamed to GameCanvas with Height and Width both set to 100% to take the entire device screen.
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