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Mastering LibGDX Game Development by Patrick Hoey

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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 ...

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