Book Image

Mastering LibGDX Game Development

By : Patrick Hoey
Book Image

Mastering LibGDX Game Development

By: Patrick Hoey

Overview of this book

Table of Contents (18 chapters)
Mastering LibGDX Game Development
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
Index

Implementing the starter classes for BludBourne


Now that we have created the maps for the different locations of BludBourne, we can now begin to develop the initial pieces of our source code project in order to load these maps, and move around in our world. The following diagram (Figure 5) represents a high-level view of all the relevant classes that we will be creating for this chapter:

Figure 5

This class diagram is meant to show not only all the classes we will be reviewing in this chapter, but also the relationships that these classes share so that we are not developing them in a vacuum. The main entry point for our game (and the only platform-specific class) is DesktopLauncher, which will instantiate BludBourne and add it along with some configuration information to the LibGDX application lifecycle. BludBourne will derive from Game to minimize the lifecycle implementation needed by the ApplicationListener interface. BludBourne will maintain all the screens for the game. For this chapter...