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Preload and base code

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 Another Ludum Dare, another preloader -- It's surprisingly fun to make coloured pixels do different things...

Another Ludum Dare, another fancy preloader.

 

I had success using Haxe + NME last Ludum Dare, so I’m planning to use the same combination again, I’ll also be using much of the same base code. In addition to this I’ve derived some base code from parts of my LD#27 entry which will give me some basic flixel-like functionality, I may not use all the code but I’m announcing it here in case I do.

You can download all the base code from here. An overview of the LD#27 base code I’ll be re-using can be found here, the new additions consist of the following:

 
ld.Entity

An object which exists in the game, can be text, a single image or an animated sprite. Has very basic collision detection and very simple collision resolution.

 
ld.Group

Can contain a number of entities. Handles the updating of each of its child entities’ logic, their collision, and the drawing of the entities each frame.

 
ld.Tilemap

A basic tilemap implementation. Handles loading a tilemap and displaying it on the screen, handles collision with an entity based on the tiles it could be overlapping with.

 
ld.Tmx

Parses Tiled CSV files (.tmx) into an object. This makes loading all the objects and the tilemap from a .tmx file a lot easier.

 


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