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
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Chapter 7. Menus and Options

In this chapter we will create a menu for Canyon Bunny. There will be two buttons for the player to choose from. One of the buttons is the Play button, which will start a new game. The other button will show an options menu that contains a few changeable settings, such as sound and music volumes. All settings will be stored to and loaded from a Preferences file to make them permanent.

It is essential to have some sort of mechanism to manage multiple screens if we want to allow the player to switch between them. Libgdx provides a Game class which already supports such basic screen management.

You will also learn how to use Libgdx's scene graph called Scene2D to create and organize complex menu structures as well as how to handle events such as pressed buttons.