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
About the Author
About the Reviewers

Using sequences of images for animations

Up until now, all the animations we have created are based on changing attributes, such as the position, color value, and size, of still images. Therefore, our next enhancement is targeted towards the game objects that inhabit the game world of Canyon Bunny. We want to breathe life into the gold coin and bunny head game objects by creating several animations that are built from sequences of individual images. The resulting effect is very similar in comparison to an ordinary flip book where multiple images are perceived as a continuous animation when shown in rapid succession.

Libgdx provides a class called Animation that helps us define image sequences and also helps us to pick the right (key) frame from a sequence at a specific time which, for example, depends on the desired frame rate for playback. There is some clever mathematics and state keeping involved for finding the right frame in an efficient way. Luckily, the Animation class saves us from...