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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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Patrick Hoey Patrick Hoey
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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

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...

You have been reading a chapter from
Mastering LibGDX Game Development
Published in: Nov 2015
Publisher:
ISBN-13: 9781785289361
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