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Mastering LibGDX Game Development
Mastering LibGDX Game Development

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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Mastering LibGDX Game Development

Chapter 2. Welcome to the Land of BludBourne

Now that we have a high-level understanding of LibGDX, its modules, and a working starter project, we will now jump into creating the world of BludBourne. We will first learn some concepts and tools related to creating tile-based maps. We will then explore our project source code for this chapter, which will include managing the loading of game assets, including maps, and using player input for character movement around our world.

We will cover the following topics in this chapter:

  • Creating and editing tile-based maps
  • Implementing the starter classes for BludBourne
  • Implementing asset management with loading textures and tile-based maps
  • Implementing the camera and displaying a map in the render loop
  • Implementing map management with spawn points and a portal system
  • Implementing your player character with animation
  • Implementing input handling for player-character movement

Creating and editing tile-based maps

For the BludBourne project map locations, we will be using tilesets, which are terrain and decoration sprites in the shape of squares. These are easy to work with, since LibGDX supports tile-based maps with its core library. The easiest method to create these types of maps is to use a tile-based editor.

There are many different types of tilemap editors, but there are two primary ones that are used with LibGDX because they have built-in support, as follows:

  • Tiled: This is a free and actively maintained tile-based editor. I used this editor for the BludBourne project. Download the latest version from http://www.mapeditor.org/download.html.
  • Tide: This is a free tile-based editor built using Microsoft XNA libraries. The targeted platforms are Windows, Xbox 360, and Windows Phone 7. Download the latest version from http://tide.codeplex.com/releases.

For the BludBourne project, we will be using Tiled. The following figure (Figure 1) is a screenshot from one of...

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:

Implementing the starter classes for BludBourne

Figure 5

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...

Implementing asset management with loading textures and tile-based maps

The next class to review is Utility, which can be found at core/src/com/packtpub/libgdx/bludbourne/Utility.java. The Utility class represents a placeholder for various methods including dealing with the loading and unloading of game assets.

Utility

The class diagram for Utility (Figure 7) shows the attributes and method signatures for our implementation:

Utility

Figure 7

The import packages for Utility are as follows:

package com.packtpub.libgdx.bludbourne;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.assets.loaders.TextureLoader;
import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver;
import com.badlogic.gdx.maps.tiled.TiledMap;
import com.badlogic.gdx.maps.tiled.TmxMapLoader;
import com.badlogic.gdx.assets.AssetManager;

Since LibGDX is built upon OpenGL, we need to understand some nomenclature from OpenGL in order to properly understand how certain classes...

Implementing the camera and displaying a map in the render loop

The next class to review is MainGameScreen, which can be found at core/src/com/packtpub/libgdx/bludbourne/screens/MainGameScreen.java. The MainGameScreen class is the first Screen implementation for our game and represents the main gameplay screen used to display the game map, player avatar, and any UI components.

MainGameScreen

The class diagram for MainGameScreen (Figure 8) shows all the attributes and method signatures for our first pass:

MainGameScreen

Figure 8

The import packages for MainGameScreen are as follows:

package com.packtpub.libgdx.bludbourne.screens;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.maps.MapLayer;
import com.badlogic.gdx.maps.MapObject;
import com.badlogic.gdx.maps.objects.RectangleMapObject...

Implementing map management with spawn points and a portal system

The next class represented in our top-level class diagram is MapManager, which can be found at core/src/com/packtpub/libgdx/bludbourne/MapManager.java. This class has helper methods for loading the TiledMap maps, as well as methods for accessing the different MapLayer, and MapObject objects in the layers.

MapManager

A class diagram that outlines the different attributes and helper methods is represented by the following diagram (Figure 10):

MapManager

Figure 10

The import classes are as follows:

package com.packtpub.libgdx.bludbourne;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.maps.MapLayer;
import com.badlogic.gdx.maps.MapObject;
import com.badlogic.gdx.maps.objects.RectangleMapObject;
import com.badlogic.gdx.maps.tiled.TiledMap;
import com.badlogic.gdx.math.*;

import java.util.Hashtable;

We are going to be using TiledMap (TMX format) maps that will then be rendered to a Screen instance using the OrthogonalTiledMapRenderer class...

Creating and editing tile-based maps


For the BludBourne project map locations, we will be using tilesets, which are terrain and decoration sprites in the shape of squares. These are easy to work with, since LibGDX supports tile-based maps with its core library. The easiest method to create these types of maps is to use a tile-based editor.

There are many different types of tilemap editors, but there are two primary ones that are used with LibGDX because they have built-in support, as follows:

  • Tiled: This is a free and actively maintained tile-based editor. I used this editor for the BludBourne project. Download the latest version from http://www.mapeditor.org/download.html.

  • Tide: This is a free tile-based editor built using Microsoft XNA libraries. The targeted platforms are Windows, Xbox 360, and Windows Phone 7. Download the latest version from http://tide.codeplex.com/releases.

For the BludBourne project, we will be using Tiled. The following figure (Figure 1) is a screenshot from one of...

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:

Figure 5

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...

Implementing asset management with loading textures and tile-based maps


The next class to review is Utility, which can be found at core/src/com/packtpub/libgdx/bludbourne/Utility.java. The Utility class represents a placeholder for various methods including dealing with the loading and unloading of game assets.

Utility

The class diagram for Utility (Figure 7) shows the attributes and method signatures for our implementation:

Figure 7

The import packages for Utility are as follows:

package com.packtpub.libgdx.bludbourne;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.assets.loaders.TextureLoader;
import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver;
import com.badlogic.gdx.maps.tiled.TiledMap;
import com.badlogic.gdx.maps.tiled.TmxMapLoader;
import com.badlogic.gdx.assets.AssetManager;

Since LibGDX is built upon OpenGL, we need to understand some nomenclature from OpenGL in order to properly understand how certain classes work...

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Description

Leverage the power of LibGDX to create a fully functional, customizable RPG game for your own commercial title About This Book Learn game architecture and design patterns with concrete examples using proper software engineering principles Save time and money with this handy reference guide for future game development with LibGDX Design and develop a fully functional RPG video game from scratch with a hands on, step-by-step approach using LibGDX Who This Book Is For If you are an intermediate-level game developer who wants to create an RPG video game but found the creation process overwhelming, either by lack of tutorials or by getting lost in a sea of game-related technologies, engines, or frameworks, then this book is for you. This book assumes familiarity with Java and some basic knowledge of LibGDX. What You Will Learn Develop characters with stat attributes, player movement, animation, physics, and collision detection Create interactive NPC characters with speech windows and build immersion via dialog trees Build inventory management system UIs with drag and drop items to sell, buy, and equip Design a quest system to expand out the content of your game Form interesting enemies with battle mechanics and spawn points Devise scripted cutscenes to add an element of story and drama Develop save and load game profiles Create special effects to give the game extra “juiciness” and polish, and help build the atmosphere In Detail LibGDX is a Java-based framework developed with a heavy emphasis on performance, and includes cross-platform support out of the box (Windows, OS X, Linux, iOS, Android, and HTML5) as well as providing all the low-level functionality so that you can focus on developing your game and not battling with the platform. LibGDX also has an engaged and responsive community, active maintenance, and is available for free without a prohibitive license. Starting from the beginning, this book will take you through the entire development process of creating an RPG video game using LibGDX. First, this book will introduce you to the features specific to RPG games, as well as an overview of game architecture. Then, you will create map locations, develop character movement, add animation, integrate collision detection, and develop a portal system. Next, you will learn and develop a HUD and other UI components, as well as an inventory management system. You will then develop NPC interactions including dialog trees, shopkeepers, and quest givers. After this, you will design and create battle features for fighting enemies, as well as event triggers for world events. Finally, you will add the final polish with sound, music, and lighting effects. By the end of this book, you will have learned and applied core components from the LibGDX framework, as well as have a finished game to use as a springboard for customization and story development for your own commercial video game. Style and approach This book walks you through the concepts and implementation of developing a complete RPG game, unfolding chapter by chapter and building upon previous concepts. Each chapter can be used as an individual reference with diagrams to explain core concepts with concrete example code explained in detail.

Who is this book for?

If you are an intermediate-level game developer who wants to create an RPG video game but found the creation process overwhelming, either by lack of tutorials or by getting lost in a sea of game-related technologies, engines, or frameworks, then this book is for you. This book assumes familiarity with Java and some basic knowledge of LibGDX.

What you will learn

  • Develop characters with stat attributes, player movement, animation, physics, and collision detection Create interactive NPC characters with speech windows and build immersion via dialog trees Build inventory management system UIs with drag and drop items to sell, buy, and equip Design a quest system to expand out the content of your game Form interesting enemies with battle mechanics and spawn points Devise scripted cutscenes to add an element of story and drama Develop save and load game profiles Create special effects to give the game extra -juiciness and polish, and help build the atmosphere

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Publication date : Nov 26, 2015
Length: 420 pages
Edition : 1st
Language : English
ISBN-13 : 9781785289361
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Length: 420 pages
Edition : 1st
Language : English
ISBN-13 : 9781785289361
Vendor :
Apache
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Table of Contents

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

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Amazon Customer Jun 22, 2016
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Excellent! This is really a mastering guide to LibGDX Game Development.
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Believer Jan 05, 2016
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Great book that teaches RPG aspects to develop cross platform games with Libgdx! Another awesome addition to the Growing Libgdx Library!
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Paladin of the Bay Jun 21, 2016
Full star icon Full star icon Full star icon Full star icon Full star icon 5
If you're a programmer and interesting in game development, this book is for you, please note this is not a beginner book, you should have a idea of Object Oriented Programming and there are many resources online that can teach you the basics.
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Technopip Feb 03, 2018
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Excellent, exactly what I needed, clear and precisely writen.
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Christian Dolif Jan 03, 2016
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"Mastering LibGDX Game Development" shows the process of creating RPG's really good. The game architecture is shown very detailed. Sometimes it's a bit hard to follow the author because you have to read the source code (which is available for free when you bought the book) when the author adds things to the code but doesn't says anything about it. The book is a great choice for intermediate programmers who want to get a good knowledge about LibGDX and creating RPG's. For beginners it might be very hard to understand.
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