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 5. Making a Scene

In this chapter we will make a scene that shows the actual game world of Canyon Bunny. The game world will be composed of several game objects that all share common attributes and functionalities. However, the way these objects are rendered to the scene varies from simply drawing its assigned texture to compound rendering using two or more textures.

All the game objects are represented in pixel colors in an image file whose format has been defined in the last chapter. The next step will be to implement a level loader that is able to parse the level information stored in our level image file level-01.png.

After implementing the game objects and the mentioned level loader, we will put the new code into action by adding it to our world controller and renderer respectively.

The following screenshot illustrates an example scene of what the game will look like at this point:

As a last addition, we will add a Graphical User Interface (GUI) to the scene that overlays the game...