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Mastering LibGDX Game Development

You're reading from   Mastering LibGDX Game Development Leverage the power of LibGDX to create a fully functional, customizable RPG game for your own commercial title

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Product type Paperback
Published in Nov 2015
Publisher
ISBN-13 9781785289361
Length 420 pages
Edition 1st Edition
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Author (1):
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Patrick Hoey Patrick Hoey
Author Profile Icon Patrick Hoey
Patrick Hoey
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Table of Contents (12) Chapters Close

Preface 1. As the Prophecy Foretold, a Hero is Born 2. Welcome to the Land of BludBourne FREE CHAPTER 3. It's Pretty Lonely in BludBourne… 4. Where Do I Put My Stuff? 5. Time to Breathe Some Life into This Town 6. So Many Quests, So Little Time… 7. Time to Show These Monsters Who's the Boss 8. Oh, No! Looks Like Drama! 9. Time to Set the Mood 10. Prophecy Fulfilled, Our Hero Awaits the Next Adventure Index

GameOverScreen


Finally, we need a mechanism to enable the game to end and allow the player to reload from a previous save, since the element of the player character death naturally comes with adding a battle system. The following screenshot (Figure 11) represents the game over screen for BludBourne when the HP for the player's character reaches 0:

Figure 11

This screen will load the LoadGameScreen when the Continue button is pressed, allowing the user to reload from a previous save game. The screen will also load the MainMenuScreen when the Main Menu button is pressed. The workflow for enabling this screen starts with PlayerHUD receiving a notification that the player has been damaged, as shown in the following code snippet:

public void onNotify(Entity enemyEntity, BattleEvent event) {
    switch (event) {
    ...
    case PLAYER_HIT_DAMAGE:
        int hpVal = ProfileManager.getInstance().getProperty(
           "currentPlayerHP", Integer.class);
        _statusUI.setHPValue(hpVal);

    ...
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