Book Image

Learning Libgdx Game Development

By : Andreas Oehlke, Andreas Oehlke
Book Image

Learning Libgdx Game Development

By: Andreas Oehlke, Andreas Oehlke

Overview of this book

Game development is a field of interdisciplinary skills, which also makes it a very complex topic in many respects. One decision that usually needs to be made at the beginning of a game development processis to define the kind of computer system or platform the game will be developed for. This does not pose any problems in general but as soon as the game should also be able to run on multiple platforms it will become a developer's nightmare to maintain several distinct copies of the same game. This is where the libGDX multi-platform game development framework comes to the rescue! "Learning Libgdx Game Development" is a practical, hands-on guide that provides you with all the information you need to know about the libGDX framework as well as game development in general so you can start developing your own games for multiple platforms. You will gradually acquire deeper knowledge of both, libGDX and game development while you work through twelve easy-to-follow chapters. "Learning Libgdx Game Development" will walk you through a complete game development cycle by creating an example game that is extended with new features over several chapters. These chapters handle specific topics such as organizing resources, managing game scenes and transitions, actors, a menu system, using an advanced physics engine and many more. The chapters are filled with screenshots and/or diagrams to facilitate comprehension. "Learning Libgdx Game Development" is the book for you if you want to learn how to write your game code once and run it on a multitude of platforms using libGDX.
Table of Contents (19 chapters)
Learning Libgdx Game Development
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Summary


In this chapter, we have learned how to use Libgdx's four audio interfaces, Sound, Music, AudioDevice, and AudioRecorder, and about their specific use cases. We have taken a look at freely available and open source sound generators and used one of them to create sound effects that can be used in Canyon Bunny. We have also added background music to the game and understood that Libgdx takes care of when a music instance being played needs to be paused and resumed in terms of the Life-Cycle in a Libgdx application. A manager class called AudioManager has been created to gain centralized control over any audio-related actions. Finally, playing music and sounds turned out to be a very straightforward process in conjunction with the use of our audio manager. We had to add just a few new lines of code to trigger the music and sound effects at the right time for each event.

In the next chapter, we will have a look at some advanced programming techniques. This includes using a physics engine...