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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
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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

Class diagram overview


The following class diagram (Figure 1) represents the classes involved with implementing sound, music, and cutscene support:

Figure 1

As a note, the classes shaded in as grey are classes we have discussed in the previous chapters, so we will not be discussing them in depth.

The AudioManager class implements the AudioObserver interface and manages the various commands, such as loading and playing music and sounds. The corresponding AudioObserver objects are owned by the GameScreen, PlayerHUD, and Map classes, which in turn send notification events when music or sound files are involved.

The Map class implements the AudioSubject interface so that all the derived classes, such as TownMap, TopWorldMap, and CastleDoomMap, have access to the music and sound resources. PlayerHUD implements the AudioSubject interface as well so that the appropriate sounds can be played, for instance, when the player is hit and loses health or the player purchases items from the store. Finally...

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