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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

BattleState


We will first look at the primary business logic that maintains the state and calculations involved in determining the outcome of a particular player's battle with an enemy. The following code snippet represents the BattleState class, which can be found at core\src\com\packtpub\libgdx\bludbourne\battle\BattleState.java:

package com.packtpub.libgdx.bludbourne.battle;

import com.badlogic.gdx.math.MathUtils;
import com.packtpub.libgdx.bludbourne.Entity;
import com.packtpub.libgdx.bludbourne.EntityConfig;
import com.packtpub.libgdx.bludbourne.UI.InventoryObserver;
import com.packtpub.libgdx.bludbourne.profile.ProfileManager;

public class BattleState extends BattleSubject implements 
   InventoryObserver {

We need a way to communicate changes that occur during a battle turn, such as loss of HP or MP, a finished turn, or an escape attempt. We will use an observer pattern, consisting of BattleSubject and BattleObserver, to send the relevant notifications during a battle session. Here...

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