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


In this chapter we have learned how to manipulate Actor objects using the Actions class. We discussed and used several complex chains of actions in Canyon Bunny's menu screen which greatly demonstrate the power and flexibility of actions. Furthermore, we now know that the Interpolation class can also be used with those actions for added effects.

Apart from that, we have covered the Animation class and used the texture packer's support for packing animation frames which makes it easier to handle in the code. In addition to this, we have learned about the different play modes provided by the Animation class. Finally, we have implemented a state machine that is able to handle all events to trigger the right bunny head animations at the right time.

A special note from the author to the reader:

Congratulations! I assume that you have just finished reading this book and I really hope you enjoyed it just as much as I did while writing. You should now feel confident enough about using the Libgdx...