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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

Creating cutscenes


In any video game, cutscenes play an important part in order to convey emotion to the player. They help to progress the story and immerse the players in your world. This is even more important in an RPG, as the player needs to react to world events and feel that they are making an impact in the world you are creating. For this section, we will implement a cutscene that explains the influx of monsters over the lands of BludBourne, but also leaves some unanswered questions to entice the player to continue playing.

The basic idea is that we create a Screen class that renders a Stage object. We have previously discussed the Stage class in Chapter 4, Where Do I Put My Stuff?. Basically, the Stage class manages all the different aspects of an Actor object lifecycle, such as drawing the Actor and distributing the relevant input events. The individual nodes that compose the Scene2D scene graph are referred to as Actor objects and they contain their own position, size, origin, scale...

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