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

Chapter 3. It's Pretty Lonely in BludBourne…

Now that we have begun to create some map locations and started to navigate through our world using our player character, we can start to plan out how we are going to populate this world with NPCs.

We will cover the following topics in this chapter:

  • The Entity Component System (ECS) design pattern

  • Using JSON scripts for defining NPC properties

  • Physics component with entity collision handling

  • Selecting NPCs for an interaction with the input component

  • Overall map design

Following the standard object oriented design (OOD) methodologies, we could just use the Entity class that we created as the base class for all in-game characters, including NPCs and enemies. The reality with this standard approach is that we will usually end up with a massive base class that tries to do everything, including wide and deep hierarchies that become difficult to manage. One disastrous side-effect is that when one tries to change one small property in the base class, the effects...