<?xml version="1.0" encoding="UTF-8"?><oembed><type>video</type><version>1.0</version><html>&lt;iframe src=&quot;https://www.loom.com/embed/03a4675920184847950cc702e59c9156&quot; frameborder=&quot;0&quot; width=&quot;1920&quot; height=&quot;1440&quot; webkitallowfullscreen mozallowfullscreen allowfullscreen&gt;&lt;/iframe&gt;</html><height>1440</height><width>1920</width><provider_name>Loom</provider_name><provider_url>https://www.loom.com</provider_url><thumbnail_height>1440</thumbnail_height><thumbnail_width>1920</thumbnail_width><thumbnail_url>https://cdn.loom.com/sessions/thumbnails/03a4675920184847950cc702e59c9156-41e2c8e979825c00.gif</thumbnail_url><duration>799.133</duration><title>Building a Java 2D Pirate Game</title><description>This Loom explains the architecture and core gameplay loop for a Java-based pirate platformer game, including how title, play, room transitions, and the win state work. It describes initializing game assets and fonts, using an initialization flag to run setup once, and switching game states from title to playing on space, then to win on completing the chest after grabbing the key. The paint method draws the title screen and gameplay UI, including control text and top-left indicators. It also covers collision logic using rectangles and an update loop driven by GameBase at 60 ticks per second, with keyboard inputs handled in key pressed and released lists.</description></oembed>