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
About the Author
About the Reviewers

Adding a dust particle effect to the player character

We now want to create a dust particle effect which will appear whenever the player character is running on rocks. The effect is going to stop as soon as the player stops moving or if the player is no longer grounded on a platform.

First, we will need to design a custom particle effect that looks like dust. The following screenshot is an example of what we are aiming for:

Open or restart the Particle Editor to begin with the default fire particle effect and apply the following modifications to the editor and emitter properties:

  • In Pixels per meter, enter 200 for Value:

  • In Size, enter 0.75 for High:; enter 0 for Low:; enter (0,0), (67,28), (100,0) for Chart:

  • In Velocity, enter 1 to 5 for High:; enter -1 to -5 for Low:; enter (0,50) for Chart:

  • In Duration, enter 100 for Value:

  • In Emission, enter 200 for High:; enter 0 for Low:; enter (0,100) for Chart:

  • In Life, enter 250 to 500 for High:; enter 0 for Low:; enter (0,100) for Chart:

  • In Angle...