Summary
In this chapter, we were able to start creating the foundation for our game and actually see some real progress with moving around the world of BludBourne. We first learned about tile-based maps and how to create them with the Tiled editor. We then learned about the high-level architecture of the classes we would create for this chapter and implemented starter classes that allowed us to hook into the LibGDX application lifecycle. After that, we learned about textures, TMX formatted tile maps, and how to manage them with the asset manager. We then learned how the orthographic camera works within our game and how to display the map within the render loop. We implemented a map manager that dealt with collision layers, spawn points, and a ...
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