4. Game Elements
Autor: WhiteFly Game Studio | Publicado: 2011-02-18T13:25:00-03:00

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1.&nbsp;&nbsp;&nbsp;a.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; HUD·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; TimerElemento de HUD com 75x75 pixels. Deslocar 50 pixels da borda left e descer 25 pixels de top. Só existe uma dessa na HUD.

·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; StarElemento de HUD com 25x25 pixels. Deslocar 125 pixels da borda left e descer 25 pixels de top. Alinhas 5 dessas sem espaços.onoff (estado inicial)
·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; MoneyElemento de HUD com 25x25 pixels. Deslocar 125 pixels da borda left e descer 50 pixels de top. Alinhas 5 dessas sem espaços.onoff (estado inicial)
·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; LifeElemento de HUD com 25x25 pixels. Deslocar 125 pixels da borda left e descer 75 pixels de top. Alinhas 3 dessas sem espaços. esse é o estado inicial. Perdendo uma vida, a icone some da HUD como estado off.
b.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Characters·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Porcpig



idle
runjumphit. Na terceira vez, chamar “VFX_lose.png”
·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; RatoReets



idle walk hit
 die

c.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; BackgroundComo não tem parallax e a máscara in game é fixa, deixei tudo em uma imagem só, tendo maior controle na quantidade de cores e na identidade dos elementos.
d.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Tiles·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Tile Block
Basicamente, essa imagem é uma matriz 9x9. Cortar essa imagem em tiles de 25x25 pixels e apontar valores começando o tile do centro, top e seguindo o sentido horário ignorando repetições em A (square, center, top), B ( \ ), C ( / ), D ( \ ) e E ( / ). De B à E são só as quinas chanfradas.
Essas letras serão cruciais para montagem dos levels seja num .txt ou em um .xml. &nbsp;Atribuir letras para os itens e o inimigo também.
e.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Itens·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; CoinElemento de jogo com 50x50 pixels. Dispor no level ocupando o espaço de um tile completo.
·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; PillElemento de jogo com 50x50 pixels. Dispor no level ocupando o espaço de um tile completo.
·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; HempElemento de jogo com 50x50 pixels. Dispor no level ocupando o espaço de um tile completo.
f.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Overlayers·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Game Over&nbsp;  ·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Keyboard


·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Logo
g.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; VFX·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Win HUD StatusPara quando o Porcpig pegar qualquer item e para quando o player quanhar algum status na HUD.

·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Lose HUD StatusPara quando o Porcpig ou o inimigo morrer e para quando o player perder algum dos status na HUD.

Adicionar o sprite “die.png” caindo no chão no frame 4 dessa animação de perda quando for o Porcpig morrendo e só depois chama a tela de gameover.
&nbsp;die.png.