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

Assembling the game world

We will now remove some of the old code that was used to draw test sprites. Additionally, we will add three new constants to define the amount of start, extra lives, and the viewport dimension of the GUI camera.

Change the code of Constants class as follows:

public class Constants {
  // Visible game world is 5 meters wide
  public static final float VIEWPORT_WIDTH = 5.0f;
  // Visible game world is 5 meters tall
  public static final float VIEWPORT_HEIGHT = 5.0f;
  // GUI Width
  public static final float VIEWPORT_GUI_WIDTH = 800.0f;
  // GUI Height
  public static final float VIEWPORT_GUI_HEIGHT = 480.0f;
  // Location of description file for texture atlas
  public static final String TEXTURE_ATLAS_OBJECTS =
  // Location of image file for level 01
  public static final String LEVEL_01 = "levels/level-01.png";
  // Amount of extra lives at level start
  public static final int LIVES_START = 3;

Now, remove these two lines of code...