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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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Toc

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

Map design

The following class diagram (Figure 5) shows the top-level architecture for handling the loading of multiple maps and their corresponding entities:

Map design

Figure 5

Here, we first start with the MapFactory class, which can be found at core/src/com/packtpub/libgdx/bludbourne/MapFactory.java, with the source code as follows:

package com.packtpub.libgdx.bludbourne;

import java.util.Hashtable;

public class MapFactory {
    //All maps for the game
    private static Hashtable<MapType,Map> _mapTable = new Hashtable<MapType, Map>();

    public static enum MapType{
        TOP_WORLD,
        TOWN,
        CASTLE_OF_DOOM
    }

    static public Map getMap(MapType mapType){
        Map map = null;
        switch(mapType){
            case TOP_WORLD:
                map = _mapTable.get(MapType.TOP_WORLD);
                if( map == null ){
                    map = new TopWorldMap();
                    _mapTable.put(MapType.TOP_WORLD, map);
                }
                break...
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