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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 learned the Entity Component System model for managing the entities in order to populate our world with NPCs. We learned how to implement collision detection with these entities and also how to implement logic to make the NPCs selectable by the player via mouse picking. We also learned how these NPC characters can spawn from certain points on the map (spawn points) specified in their JSON property file and move around on the map on their own (basic AI). As part of this chapter, we also refactored the MapManager class in order to give us the flexibility to generate map-specific entities and events.

In the next chapter, we will begin to look at GUI development including inventory and HUD layouts with skins. We will also start looking into developing an inventory management UI with character stats and saving and loading game profiles.

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