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Book Overview & Buying
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Table Of Contents
Learning Libgdx Game Development
In this chapter, we have learned:
How to set a custom Android app icon for our game
How to use texture atlases and why they are useful
How to load, track, and organize assets
We have combined our new Assets class with the existing game code and verified that we can now use textured objects while the remaining functionalities still work.
A brief introduction about handling level data has been given. We have defined our editing tool to be any drawing program and declared certain color values for pixels to represent a specific game object in the game world.
In the next chapter, we will discuss how to create a scene in order to visualize the actual game world. This includes writing a level loader that reads, interprets, and acts on the image data according to the rules we have just defined.
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