Implementing the starter classes for BludBourne
Now that we have created the maps for the different locations of BludBourne, we can now begin to develop the initial pieces of our source code project in order to load these maps, and move around in our world. The following diagram (Figure 5) represents a high-level view of all the relevant classes that we will be creating for this chapter:
This class diagram is meant to show not only all the classes we will be reviewing in this chapter, but also the relationships that these classes share so that we are not developing them in a vacuum. The main entry point for our game (and the only platform-specific class) is DesktopLauncher
, which will instantiate BludBourne
and add it along with some configuration information to the LibGDX application lifecycle. BludBourne
will derive from Game
to minimize the lifecycle implementation needed by the ApplicationListener
interface. BludBourne
will maintain all the screens for the game. For this chapter...