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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

Summary


In this chapter, we explored the LibGDX classes, Music and Sound, for playing audio. We learned how the observer pattern can be used in a different way, with AudioSubject and AudioObserver. We also implemented the AudioManager class to manage the AudioObserver notifications from all the AudioSubject objects. Finally, we learned about the Action objects and how these tasks can be used to create cutscenes as implemented in CutSceneScreen.

In the next chapter, we will wrap up the last of the features for our game, including a shake camera, static lighting, particle effects, screen transitions, and a day-night cycle.

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