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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

The dependency graph implementation


With the fundamentals of the dependency graph covered, we will now take a look at the high-level class diagram (Figure 4), which describes the new classes and relationships for implementing the quest system:

Figure 4

The left-half of this class diagram represents the notification propagation via the observer pattern. For instance, when the player entity selects a quest item or walks over a designated quest task area, those notifications bubble up to the PlayerHUD, which is an observer for those ComponentEvent notifications. Depending on the type of notification trigger, this will get passed to the QuestUI to update the current quests. This mechanism has been described in more detail in the previous chapters.

From Figure 4, we can see how QuestUI loads QuestGraph, one graph for each quest. Each QuestGraph is composed of multiple QuestTask and QuestTaskDependency objects. The QuestTask objects represent the dependency graph vertices. The QuestTaskDependency...

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