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


In this chapter we have learned how to manage screen transitions in a generic way by separating the implementation details of the transition effects from the actual screens that should be rendered. We have learned about OpenGL's FBOs, which allow us to render multiple screens to in-memory textures (RTT). Then, with the knowledge gained on how to use FBOs, we created a screen transition system that can apply any kind of transition effect while being completely independent of the screen's contents. We have used Libgdx's Interpolation class, which comes with a pool of 13 ready-to-use interpolation algorithms. Finally, we have discussed and implemented the three transition effects.

In the next chapter, we will learn how to create sound effects using several sound generators. Furthermore, we will add background music and create an audio manager using the Libgdx Audio API to easily manage music and sound effects in the game.