Popis: |
In the previous chapter, we covered a lot of ground in our No Tanks! game. We explored tile sheets, levels, XML, and blitting to a BitmapData canvas. In this chapter, we will finish up the game and cover some more advanced topics such as smooth tile-base grid movement and a “good enough” enemy chase AI. We are going to plow through a lot of code very quickly, and we’ll need to be pretty efficient to fit all of the game logic and changes to the framework into the allotted space. So, hold on, read everything very carefully, and please check out the AS3 documentation provided by Adobe if you are stuck on any language concepts we skip over or only cover briefly. |