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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

LevelTable


While completing quests that we learned to implement in Chapter 6, So Many Quests, So Little Time…, and defeating legions of monsters on the battle field, the player will receive experience points for helping out the local NPCs and making BludBourne a better place overall. For the purposes of this chapter, a simple leveling system was developed to reward and communicate to the player that they are in fact progressing as their character develops.

The first part for handling the leveling is to develop the attributes that will change according to the different levels. LevelTable is a POJO class that represents all of these attributes for a level, including all the accessor methods. The following class diagram (Figure 10) represents the LevelTable class (which can be found at core\src\com\packtpub\libgdx\ bludbourne\battle\LevelTable.java):

Figure 10

The primary attributes that we care about for BludBourne, and which could be easily extended by you for your game, are the current level...

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