Index
A
- AbstractGameObject class / Implementing the actor game objects
- AbstractGameScreen class / Managing multiple screens
- act() method / Exploring Scene2D (UI), TableLayout, and skins
- actions
- actors, manipulating through / Manipulating actors through actions, Actions for manipulating actors
- list / Actions for manipulating actors
- used, for controlling order of execution / Controlling the order and time of execution
- used, for controlling time of execution / Controlling the order and time of execution
- Actions class / Manipulating actors through actions
- Actor class / Manipulating actors through actions
- actor game objects
- implementing / Implementing the actor game objects
- gold coin object, creating / Creating the gold coin object
- feather object, creating / Creating the feather object
- bunny head object, creating / Creating the bunny head object
- Actor objects / Manipulating actors through actions
- actors
- about / Exploring Scene2D (UI), TableLayout, and skins
- manipulating, through actions / Manipulating actors through actions, Actions for manipulating actors
- add() action / Actions for manipulating actors
- addAction() method / Manipulating actors through actions
- after() action / Controlling the order and time of execution
- alpha() action / Actions for manipulating actors, Animating the gold coins and bunny head actors
- Android / Android
- Android API Level
- querying / Querying the Android API Level
- Android SDK
- installing / Installing Android SDK
- Android SDK Manager window / Installing Android SDK
- Angle property / Creating complex effects with particle systems
- animation
- sequences, using / Using sequences of images for animations
- packing, texture packer used / Packing animations using the texture packer
- play mode, selecting / Choosing between animation play modes
- defining / Defining and preparing new animations
- preparing / Defining and preparing new animations
- Animation class / Animating the bunny head game object
- ApplicationListener interface / Managing multiple screens
- application module
- about / The application module
- logging / Logging
- shutting down / Shutting down gracefully
- data, persisiting / Persisting data
- Android API Level, querying / Querying the Android API Level
- platform type, querying / Querying the platform type, Querying memory usage
- Application Programming Interface (API) / Modules
- applyTo() method / Adding camera debug controls using CameraHelper
- assets
- loading / Loading and tracking assets
- tracking / Loading and tracking assets
- organizing / Organizing assets
- testing / Testing assets
- Assets class / Loading and tracking assets
- AtlasRegion class / Organizing assets
- audio device
- accessing / Accessing the audio device directly
- AudioDevice interface, exploring / Exploring the AudioDevice interface
- AudioRecorder interface, exploring / Exploring the AudioRecorder interface
- AudioDevice interface
- exploring / Exploring the AudioDevice interface
- AudioManager class / Adding music and sounds to Canyon Bunny
- audio module
- Sound playback / Sound playback
- music streaming / Music streaming
- audio playback, supported file formats
- .wav (RIFF WAVE) / Playing back music and sound effects
- .mp3 (MPEG-2 Audio Layer III) / Playing back music and sound effects
- .ogg (Ogg Vorbis) / Playing back music and sound effects
- sound interface, exploring / Exploring the Sound interface
- music interface, exploring / Exploring the Music interface
- AudioRecorder interface
- exploring / Exploring the AudioRecorder interface
- exoloring / Exploring the AudioRecorder interface
B
- backend
- about / Backends
- LWJGL / LWJGL (Lightweight Java Game Library)
- Android / Android
- WebGL / WebGL
- background layer
- adding / Adding the background layer
- Backspace key / Adding camera debug controls using CameraHelper
- backToMenu() method / Managing multiple screens
- body types
- choosing / Choosing body types
- statis / Choosing body types
- Kinematic / Choosing body types
- dynamic / Choosing body types
- Box2D
- used, for physics simulating / Simulating physics with Box2D
- tutorials / Simulating physics with Box2D
- concepts, exploring / Exploring the concepts of Box2D
- Box2D concepts
- exploring / Understanding rigid bodies, Choosing body types, Using shapes, Using fixtures, Simulating physics in the world
- rigid bodies / Understanding rigid bodies
- body types, choosing / Choosing body types
- shapes, using / Using shapes
- fixtures, using / Using fixtures
- physics, simulating / Simulating physics in the world
- buildOptionsWindowLayer() method / Animating the menu buttons and options window
- Bullet / Understanding rigid bodies
- bunny head actors
- animating / Animating the gold coins and bunny head actors
- BunnyHead class / Creating the bunny head object, Adding music and sounds to Canyon Bunny
- bunny head game object
- animating / Animating the bunny head game object
- bunny head object
- creating / Creating the bunny head object
- jumping states / Creating the bunny head object
C
- camera debug controls
- adding, CameraHelper used / Adding camera debug controls using CameraHelper
- CameraHelper
- adding / Adding CameraHelper
- used, for camera debug controls adding / Adding camera debug controls using CameraHelper
- CameraHelper class / Assembling the game world, Smoothing with Linear interpolation (Lerp)
- Canyon Bunny
- music, adding / Adding music and sounds to Canyon Bunny
- sounds, adding / Adding music and sounds to Canyon Bunny
- monochrome filter shader program, using in / Using the monochrome filter shader program in Canyon Bunny
- Canyon Bunny, for raining carrots
- preparing / Preparing Canyon Bunny for raining carrots
- new assets, adding / Adding the new assets
- carrot game object, adding / Adding the carrot game object
- goal game object, adding / Adding the goal game object
- level, extending / Extending the level
- implementation details / Letting it rain carrots
- Canyon Bunny game
- creating / Game project – Canyon Bunny, Description of the game
- about / Description of the game
- sketch / Description of the game
- game loop, building / Building the game loop
- test sprites, adding / Adding test sprites
- game worldsdebug controls, adding / Adding game world's debug controls
- CameraHelper, adding / Adding CameraHelper
- camera debug controls, adding / Adding camera debug controls using CameraHelper
- Canyon Bunny game loop
- building / Building the game loop
- CanyonBunnyMain class
- implementing / Implementing CanyonBunnyMain
- Canyon Bunny project
- setting up / Setting up the Canyon Bunny project, Using a class diagram for Canyon Bunny
- grouped classes / Using a class diagram for Canyon Bunny
- summarizing / Putting it all together
- cfxr (Cocoa sfxr) / About the cfxr generator
- cfxr generator / About the cfxr generator
- clamp() utility method / Adding the Options window layer
- ClickListener method / Adding the controls layer
- clouds
- moving / Moving the clouds
- clouds object / The clouds object
- Code Hot Swapping / Having fun with the debugger and Code Hot Swapping
- color() action / Actions for manipulating actors
- complex effects
- creating, with particle systems / Creating complex effects with particle systems
- Constants
- implementing / Implementing Constants
- Constants class / Organizing assets, Adding alternative input controls
- controls layer
- adding / Adding the controls layer
- count property / Creating complex effects with particle systems
- create() / Managing multiple screens
- create() method / The create() method, Managing multiple screens
- createFixture() method / Letting it rain carrots
- custom Android application icon
D
- debug() method / Building the scene for the menu screen
- debug controls
- about / Adding game world's debug controls
- actions / Adding game world's debug controls
- delay() action / Controlling the order and time of execution, Animating the gold coins and bunny head actors, Animating the menu buttons and options window
- Delay property / Creating complex effects with particle systems
- demo-html project
- war subfolder / Running the demo application in a WebGL-capable web browser
- demo application
- about / The demo application – how the projects work together
- running, on desktop / Running the demo application on a desktop
- running, on Android / Running the demo application on Android
- running, in WebGL-capable web browser / Running the demo application in a WebGL-capable web browser
- demo application project
- example code, inspecting / Inspecting an example code of the demo application
- create() method / The create() method
- render() method / The render() method
- dispose() method / The dispose() method
- debugger / Having fun with the debugger and Code Hot Swapping
- Code Hot Swapping / Having fun with the debugger and Code Hot Swapping
- Destination field / Creating a new application
- DirectedGame class / Adding the screen transition capability
- dispose() / Managing multiple screens
- dispose() method / The dispose() method, Organizing assets, Managing multiple screens, Exploring the Sound interface, Letting it rain carrots, Using the monochrome filter shader program in Canyon Bunny
- draw() method / The render() method
- Duration property / Creating complex effects with particle systems
- dust particle effect
- adding, to player character / Adding a dust particle effect to the player character
E
- Eclipse, Libgdx configuration
- running / Running Eclipse and installing plugins
- plugins, installing / Running Eclipse and installing plugins
- Emission property / Creating complex effects with particle systems
- error() method / Organizing assets
- expandY() method / Adding the logos layer
F
- fadeIn() action / Actions for manipulating actors
- fadeOut() action / Actions for manipulating actors, Animating the gold coins and bunny head actors
- fade transition effect
- creating / Creating a fade transition effect
- feather object
- creating / Creating the feather object
- files module
- internal file, handling / Getting an internal file handle
- external file, handling / Getting an external file handle
- findRegion() method / Organizing assets, Packing animations using the texture packer
- Finish button / Creating a new application
- floatTargetPosition variable / Letting the rocks float on the water
- flush() method / Persisting data
- forever() action / Controlling the order and time of execution
- Framebuffer Objects (FBO) / Adding the screen transition capability
G
- G / Handling level data
- game assets / Kicking your game to life
- game cheats / Adding game world's debug controls
- Game class / Managing multiple screens
- Game class field / Creating a new application
- game GUI implementation
- about / Implementing the game GUI
- score / The GUI score
- remaining extra lives / The GUI extra lives
- FPS counter / The GUI FPS counter
- rendering / Rendering the GUI
- game logic / Kicking your game to life
- adding / Adding the game logic
- collision detection, adding / Adding collision detection
- rules / Losing lives, game over, and fixing the camera
- camera, fixing / Losing lives, game over, and fixing the camera
- game over text, adding to GUI / Adding the game over text and the feather icon to the GUI
- game objects
- creating / Creating game objects
- rock object / The rock object
- mountains object / The mountains object
- game screen
- animating / Animating the game screen
- animation, preparing / Defining and preparing new animations
- animation, defining / Defining and preparing new animations
- gold coin game object, animating / Animating the gold coin game object
- bunny head game object, animating / Animating the bunny head game object
- GameScreen class / Managing multiple screens
- game screens GUI
- enhancing, events / Event – player lost a life, Event – score increased
- game settings
- using / Using the game settings
- game world
- assembling / Assembling the game world
- Garbage Collector (GC) / Implementing WorldController
- getApplicationListener() method / Running the demo application in a WebGL-capable web browser
- getColorBufferTexture() method / Adding the screen transition capability
- getConfig() method / Running the demo application in a WebGL-capable web browser
- getInputProcessor() / Adding the screen transition capability
- getLog() method / Using the monochrome filter shader program in Canyon Bunny
- getScore() method / Creating the gold coin object, Adding collision detection
- GNU Image Manipulation Program (GIMP) / Handling level data
- gold coin game object
- animating / Animating the gold coin game object
- gold coin object
- creating / Creating the gold coin object
- gold coins
- animating / Animating the gold coins and bunny head actors
- Google Nexus 4 application / Setting a custom Android application icon
- Google Web Toolkit (GWT) / The demo application – how the projects work together
- graphics module
- delta time, querying / Querying delta time
- display size, querying / Querying display size
- FPS (frames per second) counter, querying / Querying the FPS (frames per second) counter
- Gravity property / Creating complex effects with particle systems
- grouped classes, Canyon Bunny project
- BunnyHead / Using a class diagram for Canyon Bunny
- Rock / Using a class diagram for Canyon Bunny
- GoldCoin / Using a class diagram for Canyon Bunny
- WaterOverlay / Using a class diagram for Canyon Bunny
- Mountains / Using a class diagram for Canyon Bunny
- Cloud / Using a class diagram for Canyon Bunny
- GWT
- official website / WebGL
- GwtLauncher class / Running the demo application in a WebGL-capable web browser
H
- handleDebugInput() method / Adding game world's debug controls, Assembling the game world
- hasFeatherPowerup() method / Creating the bunny head object
- hasTarget() method / Adding CameraHelper
- hide() action / Actions for manipulating actors
- hide() method / Managing multiple screens, Building the scene for the menu screen
I
- ic_launcher.png, default launcher icon / Setting a custom Android application icon
- Image property / Creating complex effects with particle systems
- increaseLength() method / The rock object
- init() method / Organizing assets, Completing the level loader, Adding alternative input controls, Animating the gold coin game object, Animating the bunny head game object
- initialize() method / Running the demo application on Android
- initPhysics() method / Letting it rain carrots
- Inkscape / Description of the game
- InputAdapter class / Adding game world's debug controls
- input module
- about / Input module
- keyboard input, reading / Reading the keyboard/touch/mouse input
- touch input, reading / Reading the keyboard/touch/mouse input
- accelerometer, reading / Reading the accelerometer
- vibrator, starting / Starting and canceling vibrator
- vibrator, cancelling / Starting and canceling vibrator
- Android soft keys, caching / Catching Android soft keys
- installation prerequisites, Libgdx
- Java Development Kit (JDK) / Java Development Kit (JDK)
- Eclipse / Eclipse – Integrated Development Environment (IDE)
- Android SDK, installation / Installing Android SDK
- interpolation algorithms / Knowing about interpolation algorithms
- Interpolation class / Manipulating actors through actions
- isCompiled() method / Using the monochrome filter shader program in Canyon Bunny
- isKeyPressed() method / Adding game world's debug controls
J
- Java Development Kit (JDK) / Java Development Kit (JDK)
- Java Perspective / Running Eclipse and installing plugins
- Java Runtime Environment (JRE) / Java Development Kit (JDK)
K
- (/) key / Adding camera debug controls using CameraHelper
- keyUp() method / Assembling the game world, Managing multiple screens
L
- Launch! button / Creating a new application
- layout() action / Actions for manipulating actors
- Lerp
- lerp() method / Smoothing with Linear interpolation (Lerp)
- level data
- handling / Handling level data
- level loader
- implementing / Implementing the level loader
- completing / Completing the level loader
- Libgdx
- about / Diving into Libgdx
- Application Programming Interface (API) / Diving into Libgdx
- Java Virtual Machine (JVM) / Diving into Libgdx
- installation, prerequisites / Prerequisites for installing and configuring
- downloading / Downloading Libgdx
- planning strategy / Key to success lies in planning
- Application Life-Cycle / Libgdx's Application Life-Cycle and Interface
- default bitmap font / Implementing the game GUI
- shaders, working with / Working with shaders in Libgdx
- Libgdx 0.97
- features / Features of Libgdx 0.97
- Libgdx 0.97, features
- graphics / Graphics
- audio / Audio
- input handling / Input Handling
- File I/O / File I/O
- maths / Math and Physics
- utilities / Utilities
- tools / Tools
- Libgdx project community
- Libgdx Project Setup tool / Creating a new application
- Libgdxs Application Life-Cycle
- Life Offset property / Creating complex effects with particle systems
- Life property / Creating complex effects with particle systems
- load() method / Adding the Options window layer
- log levels
- logos layer
- adding / Adding the logos layer
- LOOP play mode / Choosing between animation play modes
- LOOP_PINGPONG play mode / Choosing between animation play modes
- LOOP_RANDOM play mode / Choosing between animation play modes
- LOOP_REVERSED play mode / Choosing between animation play modes
- LwjglApplication class / Running the demo application on a desktop
- LwjglApplicationConfiguration class / Running the demo application on a desktop
M
- .mp3 (MPEG-2 Audio Layer III) / Playing back music and sound effects
- MainActivity class / Running the demo application on Android
- memory usage
- querying / Querying memory usage
- menu buttons
- animating / Animating the menu buttons and options window
- menu screen
- scene, building / Building the scene for the menu screen
- background layer, adding / Adding the background layer
- objects layer, adding / Adding the objects layer
- logos layer, adding / Adding the logos layer
- controls layer, adding / Adding the controls layer
- Options window layer, adding / Adding the Options window layer
- animating / Animating the menu screen
- MenuScreen class / Managing multiple screens
- menu UI
- scene graph used for / Using Libgdx's scene graph for the menu UI
- modules
- about / Modules
- application module / The application module
- graphics module / Graphics module
- audio module / Audio module
- input module / Input module
- files module / The files module
- net module / The network module
- modulo operator (%) / Having fun with the debugger and Code Hot Swapping
- monochrome filter shader program
- creating / Creating a monochrome filter shader program
- using, in Canyon Bunny / Using the monochrome filter shader program in Canyon Bunny
- mountains object / The mountains object
- moveBy() action / Actions for manipulating actors, Animating the gold coins and bunny head actors
- moveCamera() method / Adding camera debug controls using CameraHelper
- moveSelectedSprite() method / Adding game world's debug controls
- moveTo() action / Manipulating actors through actions, Actions for manipulating actors, Animating the gold coins and bunny head actors
- multiple screens
- managing / Managing multiple screens
- music interface
- exploring / Exploring the Music interface
N
- net module
- about / The network module
- HTTP GET / HTTP GET and HTTP POST
- HTTP POST / HTTP GET and HTTP POST
- Client/server sockets / Client/server sockets
- Uniform Resource Identifier (URI), opening in web browser / Opening a URI in a web browser
- new application
- creating / Creating a new application
- newAudioDevice() method / Exploring the AudioDevice interface
- newSound() method / Exploring the Sound interface
- Non-Power-Of-Two (NPOT) textures / Creating texture atlases
- NORMAL play mode / Choosing between animation play modes
O
- .ogg (Ogg Vorbis) / Playing back music and sound effects
- objects layer
- adding / Adding the objects layer
- onCollisionBunnyHeadWithRock() method / Adding collision detection
- onCollisionBunnyWithFeather() method / Adding collision detection
- onCollisionBunnyWithGoal() method / Letting it rain carrots
- onCollisionBunnyWithGoldCoin() method / Adding collision detection
- onOptionsClicked() method / Adding the controls layer
- onPlayClicked() method / Adding the controls layer
- onSettingsUpdated() method / Adding music and sounds to Canyon Bunny
- OpenGL Shading Language (GLSL) / Working with shaders in Libgdx
- Open the generation screen button / Creating a new application
- Options menu / Adding music and sounds to Canyon Bunny
- Options property / Creating complex effects with particle systems
- Options window layer
- adding / Adding the Options window layer
- building / Building the Options window
- game settings, using / Using the game settings
- animating / Animating the menu buttons and options window
- order of execution
- controlling, actions used / Controlling the order and time of execution
- OrthographicCamera class / Implementing WorldRenderer
P
- P / Handling level data
- Package field / Creating a new application
- parallax scrolling
- parallel() action / Controlling the order and time of execution
- Particle Editor window / Creating complex effects with particle systems
- ParticleEffect, methods
- start() / Creating complex effects with particle systems
- reset() / Creating complex effects with particle systems
- update() / Creating complex effects with particle systems
- draw() / Creating complex effects with particle systems
- allowCompletion() / Creating complex effects with particle systems
- setDuration() / Creating complex effects with particle systems
- setPosition() / Creating complex effects with particle systems
- setFlip() / Creating complex effects with particle systems
- particle systems
- complex effects, creating with / Creating complex effects with particle systems
- peripheral devices
- using, with accelerometer example / Adding alternative input controls
- Physics body editor / Physics body editor
- platform type
- querying / Querying the platform type
- play() method / Exploring the Sound interface, Adding music and sounds to Canyon Bunny
- play() method, AudioManager class / Adding music and sounds to Canyon Bunny
- player character
- dust particle effect, adding to / Adding a dust particle effect to the player character
- play mode
- selecting / Choosing between animation play modes
- lists / Choosing between animation play modes
- Programmable Pipeline / Working with shaders in Libgdx
- Project | Properties / Creating a new application
R
- removeActor() action / Actions for manipulating actors
- render() method / The render() method, Creating the bunny head object, Completing the level loader, Managing multiple screens, Building the scene for the menu screen, Animating the bunny head game object
- renderTestObjects() method / Adding camera debug controls using CameraHelper
- renderWorld() method / Assembling the game world, Using the monochrome filter shader program in Canyon Bunny
- repeat() action / Controlling the order and time of execution
- resize() method / Building the scene for the menu screen
- REVERSED play mode / Choosing between animation play modes
- RGBA / Implementing the level loader
- rigid bodies
- about / Understanding rigid bodies
- features / Understanding rigid bodies
- rock object / The rock object
- updating / Updating the rock object
- rotateBy() action / Actions for manipulating actors
- rotateTo() action / Manipulating actors through actions, Actions for manipulating actors
- Rotation property / Creating complex effects with particle systems
- row() method / Adding the logos layer
- run() action / Actions for manipulating actors, Animating the menu buttons and options window
S
- sameColor() method / Implementing the level loader
- save() method / Adding the Options window layer
- scaleBy() action / Actions for manipulating actors
- scaleTo() action / Actions for manipulating actors, Animating the gold coins and bunny head actors
- scene
- building, for menu screen / Building the scene for the menu screen
- Scene2D
- about / Exploring Scene2D (UI), TableLayout, and skins
- URL, for documentation / Exploring Scene2D (UI), TableLayout, and skins
- Scene2D UI
- scene graph
- about / Exploring Scene2D (UI), TableLayout, and skins
- used, for menu UI / Using Libgdx's scene graph for the menu UI
- screen transition capability
- adding / Adding the screen transition capability
- about / Adding the screen transition capability
- transition effects, implementing / Implementing transition effects
- interpolation algorithms / Knowing about interpolation algorithms
- fade transition effect, creating / Creating a fade transition effect
- slide transition effect, creating / Creating a slide transition effect
- slice transition effect, creating / Creating a slice transition effect
- ScreenTransitionFade class / Creating a fade transition effect
- ScreenTransitionSlice class / Creating a slice transition effect
- sequence() action / Controlling the order and time of execution, Animating the gold coins and bunny head actors, Animating the menu buttons and options window
- sequences
- using, for animation / Using sequences of images for animations
- setColor() method / Adding the game over text and the feather icon to the GUI
- setErrorListener() method / Organizing assets
- setFeatherPowerup() method / Creating the bunny head object
- setJumping() method / Creating the bunny head object
- setScreen() method / Managing multiple screens, Adding the screen transition capability
- setTransform() method / Letting it rain carrots
- setUniformf() method / Using the monochrome filter shader program in Canyon Bunny
- sfx / Adding a dust particle effect to the player character
- sfxr / Using sound generators
- sfxr generator / About the sfxr generator
- shaders
- working, with in Libgdx / Working with shaders in Libgdx
- advantages / Working with shaders in Libgdx
- shaders, working with in Libgdx
- monochrome filter shader program, creating / Creating a monochrome filter shader program
- monochrome filter shader program, using / Using the monochrome filter shader program in Canyon Bunny
- show() action / Actions for manipulating actors
- show() method / Managing multiple screens, Building the scene for the menu screen
- showMenuButtons() method / Animating the menu buttons and options window
- showMenuButtons method / Animating the menu buttons and options window
- showOptionsWindow() method / Animating the menu buttons and options window
- showOptionsWindow method / Animating the menu buttons and options window
- singleton / Organizing assets
- sizeBy() action / Actions for manipulating actors
- Size property / Creating complex effects with particle systems
- sizeTo() action / Actions for manipulating actors
- skin
- slice transition effect
- creating / Creating a slice transition effect
- slide transition effect
- creating / Creating a slide transition effect
- SM2
- official website / WebGL
- sound generators
- about / Using sound generators
- using / Using sound generators
- sfxr generator / About the sfxr generator
- cfxr generator / About the cfxr generator
- bfxr generator / About the bfxr generator
- sound interface
- exploring / Exploring the Sound interface
- SoundManager2 (SM2) / WebGL
- Spawn
- spawnCarrots() method / Letting it rain carrots
- spawnCloud() method / The clouds object, Moving the clouds
- SpriteBatch class / Implementing WorldRenderer
- Starter Classes / The demo application – how the projects work together
- about / Starter Classes
- demo application, running on desktop / Running the demo application on a desktop
- demo application, running on Android / Running the demo application on Android
- demo application, running in WebGL-capable web browser / Running the demo application in a WebGL-capable web browser
- state machine
- state time / Choosing between animation play modes
- static import
- stop() method / Exploring the Sound interface
- System Properties window / Installing Android SDK
T
- TableLayout
- test sprites
- adding / Adding test sprites
- Texture Atlas / Running the demo application on Android
- texture atlases
- creating / Creating texture atlases
- Texture class / Loading and tracking assets
- texture filter mode / Creating texture atlases
- texture packer
- used, for packing animation / Packing animations using the texture packer
- TexturePacker-GUI / Creating texture atlases
- time of execution
- controlling, actions used / Controlling the order and time of execution
- Tint property / Creating complex effects with particle systems
- touchable() action / Actions for manipulating actors
- transition effects
- implementing / Implementing transition effects
- Transparency property / Creating complex effects with particle systems
U
- uiskin.png file / Adding the Options window layer
- Uniform Resource Identifier (URI)
- opening / Opening a URI in a web browser
- update() method / Completing the level loader, Losing lives, game over, and fixing the camera, Managing multiple screens, Moving the clouds, Letting it rain carrots, Animating the gold coin game object, Animating the bunny head game object
- updateMotionY() method / Creating the bunny head object
- updateTestObjects() method / Assembling the game world
V
- Variables tab / Having fun with the debugger and Code Hot Swapping
- variable time steps / Adding the screen transition capability
- Velocity property / Creating complex effects with particle systems
- vertical synchronization (vsync) / Implementing WorldController
- visible() action / Actions for manipulating actors
W
- .wav (RIFF WAVE / Playing back music and sound effects
- W / Handling level data
- water overlay object / The water overlay object
- WebGL
- official website / WebGL
- Wind property / Creating complex effects with particle systems
- WorldController class
- implementing / Implementing WorldController
- WorldController method / Adding game world's debug controls
- WorldRenderer class
- implementing / Implementing WorldRenderer
X
- X Offset property / Creating complex effects with particle systems
Y
- Y / Handling level data
- Y Offset property / Creating complex effects with particle systems