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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

BattleUI


As mentioned previously, BludBourne uses a simple interface for fighting monsters, inspired from the first person's perspective of Dragon Warrior. The following screenshot (Figure 9) represents the individually labeled components of the BattleUI class:

Figure 9

The BattleUI class is composed primarily of an AnimatedImage custom class and a Table with action TextButton widgets used by the player during the battle. The BattleUI window is configured so that the player's StatusUI is always on top, which gives the player access to their inventory so that they can equip items or use consumables during battle. The StatusUI also indicates the current HP and MP left.

We will now walk through the source of the BattleUI implementation, which can be found at core\src\com\packtpub\libgdx\bludbourne\UI\BattleUI.java:

package com.packtpub.libgdx.bludbourne.UI;

import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.Touchable;
import com.badlogic.gdx.scenes.scene2d...
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