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

Laying foundations

Let us now move on from theory to practice and get down to the actual implementation details. We will begin with implementing the first basic version of CanyonBunnyMain, WorldController, and WorldRenderer. Additionally, we will use a utility class for storing constant values in a new class called Constants. It is true that this class does not appear in the class diagram, as it is just there for our convenience to avoid scattering or, even worse, duplicating certain constants all over the source code files. Also, since the stored values in Constants are meant to be used in virtually any other class, it would only clutter up the class diagram by drawing one additional line for each class to Constants.


For simplicity, we will use the Constants class for storing our constant values. Alternatively, game constants could be made data driven via a settings file. This would avoid the need to recompile your code when a constant is changed.

Implementing Constants

Here is a listing...