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Learning LibGDX Game Development- Second Edition

Learning LibGDX Game Development- Second Edition

By : Suryakumar B Nair, Andreas Oehlke
3.5 (11)
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Learning LibGDX Game Development- Second Edition

Learning LibGDX Game Development- Second Edition

3.5 (11)
By: Suryakumar B Nair, Andreas Oehlke

Overview of this book

This book is aimed at indie and existing game developers as well as those who want to get started with game development using LibGDX. Basic knowledge of Java programming and game development is required.
Table of Contents (16 chapters)
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15
Index

Using a class diagram for Canyon Bunny


We will now take a closer look at the architecture of Canyon Bunny. A so-called class diagram is used to help us visualize and explain the architecture in a standardized and structured form. The class diagram is illustrated as follows:

In this class diagram, you will find a lot of classes that will be used in this game. It also shows important information about the kind of classes and how they are interconnected. Firstly, before we continue, don't be scared of all these boxes, lines, and arrows pointing in every direction. If you are not familiar with reading class diagrams or UML in general, take a look at the following section for a quick explanation of what you should know to be able to read it. Otherwise, simply skip to the next paragraph to continue.

Each class is represented in a rectangle. If it is a special kind of class (a stereotype in UML), it is indicated in double angle quotation marks above its name, such as "abstract" for an abstract class...

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