Line 3: The position of the ball needs to be updated, depending on its speed and direction. If the player has moved the mouse for example, his paddle would have to be moved accordingly. ![]() Line 2: At each frame, we have to know if the player has interacted with the game. When the framerate of the game is fast enough, the game can react to the player in real-time, making the game interactive and fluent. ![]() ADOBE ANIMATE TUTORIALS EXPORT SELF CNTAINED CODEEvery line of code from line 1 to line 6 is included in the game loop and will run every frame. These updates are done within the game loop. At every frame, updates are made to the game and an image is shown to the player. Everyone is familiar with the concept of frames per second in games. Line 1: The while loop represents our game loop. The ball has a position, dimensions and a direction of movement. My own implementation was done using Flash ActionScript 3 that can be downloaded at the end of this tutorial. The actual game can be implemented in any other language, using the same concepts. For this tutorial, I am using C++ to demonstrate some coding concepts. When we are going to implement the game, we may not even use some of these classes, but structuring the game before implementing the code is a good thing. Below we define some classes with properties for the elements that we discussed earlier. Classes are the perfect tool to create structure within the game, as all of the properties and logic of one aspect of the game, such as the ball, can be encapsulated in a single self-contained unit. If we are programming a game in an object-oriented language, we can divide the logical elements of the game in different classes. Looking at the image of the original Pong game, we can identify the following types of logical elements: When we have identified the elements of the game, we can add interactions between them. This way, we divide one big problem into smaller sub-problems that are easier to solve. To make is easier for us to implement the game, we have to break it down into smaller logical elements. We want to create a Pong game, so we know what the end result will be. Every element on the screen is tied together to form a uniform experience. ![]() When you are playing a game, you are seeing the end result of a development process, the complete picture. To create a Pong game of our own, we must implement the following items:
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