Book Image

Learning Libgdx Game Development

Book Image

Learning Libgdx Game Development

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

Chapter 3. Configuring the Game

In this chapter you will begin to build the game called Canyon Bunny that has been discussed earlier in Chapter 1, Introduction to Libgdx and Project Setup. As with any new application, the first step is to create the appropriate project setup. After that, you will learn about the game's architecture that has been chosen for this book.

A UML class diagram will give you the necessary overview of all the new classes that need to be implemented. UML is going to be explained later in this chapter. When looking from a software engineer's perspective, the architecture and the shown implementation code in this book does not always follow the best design decisions on purpose to keep the discussed examples simple and easy to understand where possible. Keep in mind that the primary objective of this book is to teach you how to work with and manage the vast complexity that creating games involve by using Libgdx. The following parts are going to be very code oriented,...