Index
A
- absolute files
- about / How it works…
- abundant music
- about / There's more…
- URL / There's more…
- action
- actions
- additional file dependencies
- adding / Adding additional file dependencies
- additive blending / There's more…
- addListener() method
- about / Input contexts
- addMessage() method / How to do it…
- about / How to do it…
- alternatives, Git
- mercurial / There's more…
- subversion / There's more…
- perforce / There's more…
- Android
- about / How it works…
- Libgdx game, releasing on / Releasing your Libgdx game on Android, How to do it…, There's more…
- Android Developer Tools
- URL / Eclipse plugins
- Android Development Tools (ADT) plugin / Getting ready
- Android device
- pairing / Making sure everything is in order
- Android Draw 9-patch tool /
- Android SDK
- URL / Android SDK
- about / Android SDK, How it works…
- installing, for Mac users / Mac users
- installing, for GNU/Linux users / GNU/Linux users
- installing, for all users / All users
- Android starter
- about / Android starter
- animations
- creating, with Universal Tween Engine / Smooth animations with Universal Tween Engine, How to do it…
- AnimationState class / How to do it…
- Apache Ant
- URL / Getting ready
- application
- profiling, with VisualVM / Profiling your application with VisualVM, Getting ready
- ApplicationAdapter / Living comfortably with ApplicationAdapter
- application life cycle
- overview / Understanding the project structure and application life cycle, How to do it…
- logging, using / Using logging to get to know the application life cycle
- starter classes / Starter classes and configuration
- configuration / Starter classes and configuration
- working / How it works…
- ApplicationAdapter / Living comfortably with ApplicationAdapter
- multiscreen application, managing, with Game / Managing a multiscreen application with Game
- ApplicationListener interface
- create() method / Using logging to get to know the application life cycle
- resize() method / Using logging to get to know the application life cycle
- render() method / Using logging to get to know the application life cycle
- pause() method / Using logging to get to know the application life cycle
- resume() method / Using logging to get to know the application life cycle
- dispose() method / Using logging to get to know the application life cycle
- applyBlur() method / How to do it…
- area querying example / Area querying
- Array<T> class / How to do it…
- Artificial Intelligence (AI), Libgdx extensions
- AS3fxr
- URL / There's more…
- about / There's more…
- Ashley
- used, for creating component-based entity systems / Component-based entity systems with Ashley, Getting ready, How to do it…, How it works…, See also
- about / Component-based entity systems with Ashley
- URL / Component-based entity systems with Ashley
- AssetLoadingTask class /
- AssetManager
- overview /
- advantages /
- about /
- working /
- empowering /
- assets location, in Libgdx / Assets location in Libgdx
- AsyncExecutor class /
- asynchronous asset loading
- about /
- working /
- asynchronous loading /
- atlas
- rendering / More effective rendering with regions and atlases, How to do it…, Rendering regions of an atlas
- PNG files, packing into / Packing PNG files into an atlas
- file format / Atlas file format
- attachToBody
- enabling / Types of lights
- attributes, Android starter
- r / Android starter
- g / Android starter
- b / Android starter
- a / Android starter
- hideStatusBar / Android starter
- maxSimultaneousSounds / Android starter
- useAccelerometer / Android starter
- useCompass / Android starter
- attributes, Desktop starter
- r / Desktop starter
- g / Desktop starter
- a / Desktop starter
- b / Desktop starter
- disableAudio / Desktop starter
- width / Desktop starter
- height / Desktop starter
- fullScreen / Desktop starter
- vSyncEnabled / Desktop starter
- title / Desktop starter
- resizable / Desktop starter
- foregroundFPS / Desktop starter
- backgroundFPS / Desktop starter
- Audacity
- about / Getting ready
- URL / Getting ready, How to do it…, There's more…
- audio
- about / Introduction
- audio files
- optimizing / Optimizing audio files to reduce download sizes, How to do it…
- sample rate / How it works…
- sample format / How it works…
- bit rate / How it works…
- audio streaming
- for background music / Audio streaming for background music, How to do it…
- playback state, checking / Checking the playback state
- background music, looping / Looping the background music
- axis-aligned bounding box (AABB) / How to do it…, Getting ready
B
- Back key
- about / There's more…
- base concepts, Box2D
- fixtures / How it works…
- bodies / How it works…
- joints / How it works…
- world / How it works…
- Bfxr
- about / There's more…
- URL / There's more…
- bike simulator
- about / Real-life joints example – bike simulator
- implementing / How to do it…
- wheels / How to do it…
- front damper / How to do it…
- back damper / How to do it…
- Bitbucket
- about / How to do it…
- URL / How to do it…
- bitmap font files
- generating, with Hiero /
- rendering, with Libgdx /
- BitmapFont object / How to do it…
- bitmap fonts
- generating /
- rendering /
- BMFont
- about /
- URL /
- bodies, Box2D
- static body / How it works…
- kinematic body / How it works…
- dynamic body / How it works…
- Box2D / Using bounds for collision detection
- overview / Introducing Box2D
- using / How to do it…
- working / How it works…
- base concepts / How it works…
- about / There's more…
- physics editor, URL / Getting ready
- collisions / Reacting to collisions
- Box2D, Libgdx extensions
- Box2DLights
- used, for creating dynamic 2D lighting / Dynamic 2D lighting with Box2DLights, How to do it…, How it works…
- about / Dynamic 2D lighting with Box2DLights
- RayHandler / RayHandler
- types / Types of lights
- considerations / There's more…
- browsers
- Libgdx game, releasing on / Releasing your Libgdx game on browsers, How to do it…
- bullet, Libgdx extensions
- button widget /
C
- --color parameter /
- caching
- about / Caching
- cameras
- working with / Working with two cameras and viewports
- camera setup / Coordinate system and camera setup
- Cascading Style Sheet (CSS) / There's more…
- changeVolume() method
- about / How to do it…
- character encoding
- CheckBox widget /
- circles
- rendering / Rendering circles
- class hierarchy
- diagrammatic representation / How it works…
- classpath files
- about / How it works…
- collision filtering
- about / Sensors and collision filtering
- by groups / Group collision filtering
- flexible way / Flexible collision filtering
- working / How it works…
- collisions
- reacting to / Reacting to collisions, How to do it… , How it works…, There's more…
- high precision / How to do it…
- low precision / How to do it…
- void beginContact (Contact contact) function / How it works…
- void endContact (Contact contact) function / How it works…
- void preSolve (Contact contact, Manifold oldManifold) function / How it works…
- void postSolve (Contact contact, ContactImpulse impulse) function / How it works…
- com.badlogic.gdx.controllers.mappings package
- about / Controller mappings
- complex actions /
- complex gestures
- detecting / Detecting more complex gestures, How to do it…, How it works…
- complex shapes
- overview / Introducing more complex shapes, Getting ready
- JSON shape data, generating / Generating JSON shape data
- JSON shape data, loading into Libgdx / Loading JSON shape data into Libgdx
- component-based entity systems
- creating, with Ashley / Component-based entity systems with Ashley, Getting ready, How to do it…, How it works…, There's more…
- components / How to do it…
- cone light / Types of lights
- controller interface
- buttons / How it works…
- axes / How it works…
- POVs / How it works…
- sliders / How it works…
- accelerometer / How it works…
- controller mappings
- about / Controller mappings
- Controllers, Libgdx extensions
- about / Controllers
- core / Core
- using, with desktop / Desktop
- using, with Android / Android
- for HTML5 / HTML5
- controllers API
- about / Introducing the controllers API
- controllers extension, including / Including the controllers extension
- controllers, enumerating / Enumerating controllers
- controller state polling / Controller state polling
- controller event listening / Controller event listening, How it works…
- controller mappings / Controller mappings
- disconnections, handling / Handling disconnections
- coordinate system / Coordinate system and camera setup
- create() method / How to do it…, How to do it…, How to do it…, How to do it…, Loading and rendering a Tiled map in Libgdx
- float halfTapSquareSize parameter / How to do it…
- float tapCountInterval parameter / How to do it…
- float longPressDuration parameter / How to do it…
- float maxFlingDelay parameter / How to do it…
- about / Input mapping in action, How to do it…
- createBalloon() function / How to do it…
- createSoundEmitters() method
- about / How to do it…
- createViewports() method / How to do it…
- Creative Commons license
- URL / Git branches
- cross-platform development environment
- setting up / Setting up a cross-platform development environment
- software prerequisites / How to do it…
- working / How it works…
- cross-platform project
- about / Creating a cross-platform project
- creating / How to do it…
- working / How it works…, There's more…
- dependency graph, Libgdx project skeleton / How it works…
- Cuboc
- URL / How to do it…
- custom actor
- creating /
- rendering /
- manipulating /
- custom actor manipulation
- about /
- simple actions /
- complex actions /
- custom asset loaders
- creating /
- asset type, writing /
- asset loader, writing /
- built-in type loaders /
D
- --downscale parameter /
- 2D rendering
- 3D techniques, using / 2D rendering using 3D techniques
- 2D space sound system
- about / The 2D space sound system
- implementing / The 2D space sound system, How to do it…
- data types, GLSL
- float / Data types
- vec2 / Data types
- vec3 / Data types
- vec4 / Data types
- about / Data types
- vec2i / Data types
- vec4i / Data types
- vec3i / Data types
- sampler2D / Data types
- debug graphics
- ShapeRenderer, using for / Using ShapeRenderer for debug graphics, How to do it…
- about / Using ShapeRenderer for debug graphics
- deferred raycaster
- implementing / Implementing a deferred raycaster, How to do it…
- RayCastManager / The RayCastManager class
- RayCastManager, using / Using RayCastManager
- working / How it works…, There's more…
- depth of field effect / 2D depth of field shader
- desktop
- about / How it works…
- Libgdx game, releasing on / Releasing your Libgdx game on desktop, How to do it…, There's more…, See also
- Desktop starter
- about / Desktop starter
- destroyJoint() method / GearJoint
- Dialog widget /
- directional light / Types of lights
- dispose() method / How to do it…, How to do it…
- distance field fonts
- font rendering, scaling with /
- about /
- generating, with Hiero /
- shader /
- rendering, in Libgdx /
- working /
- used, for achieving dynamic font effects /
- distance joint / DistanceJoint
- domain-specific language (DSL) / How it works…
- Dropbox / Using source control on a Libgdx project with Git
- dynamic 2D lighting
- creating, with Box2DLights / Dynamic 2D lighting with Box2DLights, Getting ready, How to do it…, How it works…
- dynamic font effects
- glows /
- drop shadows /
- achieving, with distance field fonts /
- oulines /
E
- Eclipse
- about / Eclipse
- URL / Eclipse, Eclipse plugins
- Eclipse plugins
- iOS devices, managing / Eclipse plugins
- IDE, installation steps / Eclipse plugins
- RoboVM plugin, installation steps / Eclipse plugins
- Gradle, installation steps / Eclipse plugins
- emitters / How to do it…
- engine sounds
- generating, with dynamic audio / Engine sounds with dynamic audio, How to do it…, How it works…
- direction, controlling through panning / Controlling direction through panning
- music transitions / Music transitions
- entities / How to do it…
- EntitySystem class / How it works…
- event, Scene2D API
- ChangeEvent /
- FocusEvent /
- InputEvent /
- event listeners
- about / How it works…
- implementing / How it works…
- event listening
- used, for detecting user input / Detecting user input via event listening, How to do it…
- about / Detecting user input via event listening
- event polling
- used, for detecting user input / Detecting user input via event polling, How to do it…
- about / Detecting user input via event polling
- versus, event polling / Event polling versus event listening
- existing dependencies
- updating / Updating existing dependencies
- ExtendViewport class / How it works…
- external animation / Rendering sprite-sheet-based animations
- external files
- about / How it works…
- external repositories
- adding / Adding external repositories
F
- Factory / There's more…
- families / How to do it…
- field shader
- 2D depth / 2D depth of field shader, Getting ready, How to do it…, There's more…
- FileFilter interface
- about / Filtering directory listings
- FileHandle class
- about / Retrieving basic information from files
- handle.name() / Retrieving basic information from files
- handle.nameWithoutExtension() / Retrieving basic information from files
- handle.extension() / Retrieving basic information from files
- handle.path() / Retrieving basic information from files
- handle.pathWithoutExtension() / Retrieving basic information from files
- handle.lastModified() / Retrieving basic information from files
- handle.length() / Retrieving basic information from files
- handle.isDirectory() / Retrieving basic information from files
- FileNameFilter interface
- about / Filtering directory listings
- FileType / How to do it…
- finishLoading() method /
- finite state machine
- about / Finite state machine and messaging
- agents, creating / Creating the agents
- usage example / Usage example
- working / How it works…, There's more…
- FitViewport class / How it works…
- fixed timestep approach
- about / The fixed timestep approach, Fixed timestep
- using / How to do it…
- currentTime variable / How to do it…
- newTime variable / How to do it…
- variable timestep / Variable timestep
- with interpolation / Fixed timestep with interpolation
- fixed timestep with interpolation / Fixed timestep with interpolation
- fixtures, Box2D
- about / How it works…
- density / How it works…
- friction / How it works…
- restitution / How it works…
- Flash / How it works…
- floating elements
- about / Floating elements
- positioning / Floating elements
- font rendering
- scaling, with distance field fonts /
- fraction / How it works…
- fragment shader option / Avoiding unnecessary render calls with frustum culling
- fragment shaders / How to do it…
- frame buffer objects (FBO) / Frame buffers and image composition
- URL / There's more…
- frame buffers
- FreeTypeFont, Libgdx extensions
- about / FreeTypeFont
- core / Core
- using, with desktop / Desktop
- for Android / Android
- for iOS / iOS
- friction joint / FrictionJoint
- frustum / How it works…
- frustum culling
- used, for avoiding unnecessary render calls / Avoiding unnecessary render calls with frustum culling, How to do it…, How it works…, There's more…
G
- Game
- used, for managing multiscreen application / Managing a multiscreen application with Game
- garbage collection
- avoiding, with Libgdx features / Using Libgdx features to avoid garbage collection, Collections, Object pooling
- garbage collector (GC) / Monitoring and profiling
- Gaussian blur
- about / 2D depth of field shader
- URL / 2D depth of field shader
- GCC for Java
- URL / See also
- gdx-fontpack
- about /
- URL /
- gdx-setup tool
- using / How to do it…
- URL / How to do it…
- gdx-smart-font library
- URL /
- Gdx.audio.newSound() method / How to do it…
- Gdx.files.internal() method / Assets location in Libgdx
- Gdx.input.getAzimuth() function / How to do it…
- Gdx.input.getPitch() function / How to do it…
- Gdx.input.getRoll() function / How to do it…
- Gdx.input.getX() / How to do it…
- Gdx.input.getY() / How to do it…
- Gdx.input.isButtonPressed() / How to do it…
- Gdx.input.isKeyPressed() method / How to do it…
- Gdx.input.isTouched() / How to do it…
- Gdx.input.setInputProcessor() / How to do it…
- gear joint / GearJoint
- geometry shader option / Avoiding unnecessary render calls with frustum culling
- GestureDetector
- about / How to do it…
- GestureDetector constructor
- about / How to do it…
- GestureListener interface
- definition / How to do it…
- GestureListener methods
- tap() / How it works…
- longPress() / How it works…
- fling() / How it works…
- pan() / How it works…
- panStop() / How it works…
- zoom() / How it works…
- pinch() / How it works…
- gesture polling
- about / Gesture polling
- gestures
- about / Detecting more complex gestures
- getHeight() method / How to do it…
- getRegions() method / How to do it…
- getState() method
- about / Input contexts
- getWidth() method / How to do it…
- Git
- using, on Libgdix project with source control / Using source control on a Libgdx project with Git, How to do it…
- need for / Using source control on a Libgdx project with Git
- working / How it works…
- basic operations / Basic operations
- using / Basic operations
- branches / Git branches
- gitignore files / Gitignore files
- alternatives / There's more…
- GitHub
- about / How to do it…
- URL / How to do it…
- pull request, sending on / Sending a pull request on GitHub, Getting ready, How to do it…
- Gitorious
- about / How to do it…
- URL / How to do it…
- Gleed2D
- about / There's more…
- URL / There's more…
- GLSL
- about / Welcome to the world of shaders
- URL / How it works…
- data types / Data types
- glViewport() function / Working with two cameras and viewports
- GNU/Linux users
- Java Development Kit, installing for / GNU/Linux users
- Android SDK, installing for / GNU/Linux users
- Google Code
- about / How to do it…
- URL / How to do it…
- Google Drive / Using source control on a Libgdx project with Git
- Google Web Toolkit (GWT) / How it works…
- Google Web Toolkit plugins
- URL / Eclipse plugins
- Gradle
- about / Eclipse plugins
- installing / Eclipse plugins
- URL / Eclipse plugins, There's more…
- Gradle build file primer
- about / Gradle build file primer
- groups of assets
- managing /
- groundwork, laying /
- AssetManager, empowering /
- group-loading feature /
- file extensions, associating to asset types /
- asset folders, automatic scanning /
- GWT
- used, for creating library compatibility / Making libraries compatible with GWT, How to do it…
- URL / Making libraries compatible with GWT
- GWT dependencies
- managing / Managing GWT dependencies
- GWT input system
- about / How it works…
H
- Hermite cubic interpolation function / How to do it…
- Hiero
- about /
- used, for generating bitmap font files /
- used, for creating font texture /
- used, for generating distance field fonts /
- HTML 5
- about / How it works…
- HTML project
- HTML starter
- about / HTML starter
I
- IDE
- installing / Eclipse plugins
- ImageButton widget /
- image colors
- inverting / Inverted colors
- image composition
- ImageTextButton widget /
- image widget /
- Inkscape
- about / There's more…
- URL / There's more…
- input availability
- checking / Checking input availability
- input context
- about / Input contexts
- input contexts
- about / Input profiles
- InputHandlerA class
- about / How to do it…
- InputHandlerB class
- about / How to do it…
- InputListeningSample class / How to do it…
- input mapping, for cross-platform development
- about / Input mapping for cross-platform development, Getting ready
- input context / Input contexts
- input profile / Input profiles
- event notifications, with InputActionListener / Event notifications with InputActionListener
- implementing / Input mapping in action
- InputMultiplexer
- about / How it works…
- InputMultiplexerSample class
- about / How to do it…
- input multiplexing
- InputPollingSample class / How to do it…
- InputProcessor objects
- about / How to do it…
- input profile
- about / Input profiles
- Intel Hardware Accelerated Execution Manager (HAXM) / There's more…
- internal animation / Rendering sprite-sheet-based animations
- internal files
- about / How it works…
- internationalization and localization (i18N) / Adding support for localization
- Invaders
- URL / How to do it…
- iOS
- about / How it works…
- Libgdx game, releasing on / Releasing your Libgdx game on iOS, How to do it…
- URL / Getting ready
- iOS App Storage Package (ipa) / How to do it…
- iOS starter
- about / iOS starter
- isLooping() method
- about / Looping the background music
- isPlaying() method
- about / Checking the playback state
- IteratingSystem class / How it works…
J
- Java desktop application
- Libgdx window, embedding / Embedding a Libgdx window into a Java desktop application, How to do it…, How it works…
- Java Development Kit
- installing / Java Development Kit
- installing, for Mac users / Windows and Mac users
- installing, for Windows users / Windows and Mac users
- installing, for GNU/Linux users / GNU/Linux users
- Java Instrumentation interface
- URL / How it works…
- JavaVM memory spaces
- heap / Monitoring and profiling
- permGen / Monitoring and profiling
- JMonkeyEngine
- URL /
- about /
- joints
- about / How it works…, There's more…, See also
- overview / Introducing joints, Getting ready
- using / How to do it…
- weld joint / WeldJoint
- distance joint / DistanceJoint
- rope joint / RopeJoint
- friction joint / FrictionJoint
- revolute joint / RevoluteJoint
- prismatic joint / PrismaticJoint
- pulley joint / PulleyJoint
- gear joint / GearJoint
- real-life examples, bike simulator / Real-life joints example – bike simulator
- JSON
- about / JSON serialization and deserialization
- URL / JSON serialization and deserialization
- deserialization / JSON serialization and deserialization, How to do it…
- serialization / Getting ready, How to do it…
- objects, reading from / Reading objects from JSON
- objects, writing to / Writing objects to JSON
- manual parsing / Manual JSON parsing
- Serializable interface / The Serializable interface
- Serializer interface / The Serializer interface
- JSON shape data
- generating / Generating JSON shape data
- loading, into Libgdx / Loading JSON shape data into Libgdx
- working / How it works…, There's more…
- juicy effects
- creating, with Particle Editor / Achieving juicy effects with particles, The basics of Particle Editor
K
- key concepts, Scene2D API
- actor /
- action /
- event /
- keyDown() event handler
- about / Input contexts, How to do it…
- keyDown() method / How to do it…
- keystore / How to do it…
- keyTyped() method / How to do it…
- keyUp() method / How to do it…
L
- label widget /
- language files
- creating / Creating language files
- Launch4J
- URL / See also
- level data
- physics world, building from / Building a physics world from level data, How to do it…
- Libgdx
- URL / There's more…,
- used, for rendering particle effects / Rendering particle effects with Libgdx
- used, for rendering bitmap font files /
- distance field fonts, rendering in /
- map metadata, querying from / Querying map metadata from Libgdx
- JSON shape data, loading into / Loading JSON shape data into Libgdx
- Libgdx collections
- about / Collections
- Libgdx extensions
- adding / Adding Libgdx extensions
- bullet / Bullet
- FreeTypeFont / FreeTypeFont
- Controllers / Controllers
- Box2D / Box2D
- Tools / Tools
- Artificial Intelligence (AI) / AI
- external repositories, adding / Adding external repositories
- additional file dependencies, adding / Adding additional file dependencies
- GWT dependencies, managing / Managing GWT dependencies
- Libgdx features
- used, for avoiding garbage collection / Using Libgdx features to avoid garbage collection, Collections, Object pooling
- Libgdx filesystem
- file handling / The first approach to file handling in Libgdx
- information, retrieving from files / Retrieving basic information from files
- tree structures, traversing / Traversing tree structures
- file writing / Writing to and reading from files
- file, reading / Writing to and reading from files
- files and directories, copying / Copying and deleting files and directories
- files and directories, deleting / Copying and deleting files and directories
- temporary files, creating / Creating temporary files
- directory listings, filtering / Filtering directory listings
- file streaming / File streaming
- Libgdx game
- releasing, on desktop / Releasing your Libgdx game on desktop, How to do it…, See also
- releasing, on Android / Getting ready, How to do it…, There's more…
- releasing, on iOS / Releasing your Libgdx game on iOS, How to do it…
- releasing, on browsers / Releasing your Libgdx game on browsers, Getting ready, How to do it…, There's more…
- Libgdx loaders
- URL / How to do it…
- Libgdx official demos
- importing / Importing and running the Libgdx official demos, How to do it…, How it works…
- running / Importing and running the Libgdx official demos, How to do it…, How it works…
- Pax Britannica / How to do it…
- Metagun / How to do it…
- Super Jumper / How to do it…
- Invaders / How to do it…
- Vector Pinball / How to do it…
- Cuboc / How to do it…
- The Plane That Couldnt Fly Good / How to do it…
- Very Angry Robots / How to do it…
- Libgdx sources
- working from / Working from sources, How to do it…
- Libgdx sprites
- using / Taking advantage of Libgdx sprites, How to do it…
- working / How it works…
- bounds, using for collision detection / Using bounds for collision detection
- Libgdx window
- embedding, into Java desktop application / Embedding a Libgdx window into a Java desktop application, How to do it…, How it works…
- library compatibility
- creating, with GWT / Making libraries compatible with GWT, How to do it…
- library usage, Universal Tween Engine
- tween / Tween – a core class
- tween, methods / Tween – a core class
- tweens, organizing / Organizing tweens
- line endings
- Line of Sight (LOS) / Querying the world
- lines
- rendering / Rendering lines
- Listener class / How to do it…
- list widget /
- load() method
- about / Input contexts
- local files
- about / How it works…
- localization support
- adding / Adding support for localization, Getting ready
- language files, creating / Creating language files
- languages, managing / Managing languages
- usage example / Usage example
- logging
- LWJGL (Light Weight Java Game Library) / How it works…
- LWJGL framework
- about / How it works…
M
- Mac users
- Java Development Kit, installing for / Windows and Mac users
- Android SDK, installing for / Mac users
- MapBodyManager constructor
- working / How it works…, There's more…
- Map class / How it works…
- MapLayer class
- about / How it works…
- URL / Querying map metadata from Libgdx
- map loaders
- developing / Developing your own map loaders and renderers, How to do it…
- map metadata
- adding / Adding and querying map metadata, Object layers and properties in Tiled, Querying map metadata from Libgdx
- querying / Adding and querying map metadata, Object layers and properties in Tiled, Querying map metadata from Libgdx
- querying, from Libgdx / Querying map metadata from Libgdx
- working / How it works…
- MapObject class / How it works…
- MapProperties class
- about / How it works…
- URL / Querying map metadata from Libgdx
- MapRenderer class
- about / How it works…
- maps
- creating, with Tiled / Creating maps with Tiled and loading them into Libgdx, Creating a basic map with Tiled, Loading and rendering a Tiled map in Libgdx, How it works…, There's more…
- loading, into Libgdx / Creating maps with Tiled and loading them into Libgdx
- maps package, Libgdx
- URL / How to do it…
- materials
- defining / Defining materials
- mechanical wave / How it works…
- Menu key
- about / There's more…
- intercepting, with Back key / There's more…
- menu screen
- creating, with tables /
- bounds, expanding /
- fill methods /
- uniform() method /
- sizing /
- pading /
- spacing /
- alignment /
- rows /
- columns /
- table.defaults() method /
- mercurial
- URL / There's more…
- messaging / Finite state machine and messaging, How to do it…
- Metagun
- URL / How to do it…
- metrics, bitmap fonts
- baseline /
- ascent /
- descent /
- font height /
- mouseMoved() method / How to do it…
- MP3
- about / How to do it…
- multiple listeners
- managing / Managing multiple listeners at once, How to do it…, See also
- multiple screen sizes
- handling, with viewports / Handling multiple screen sizes with viewports, How to do it…
- multiscreen application
- managing, with Game / Managing a multiscreen application with Game
N
- normal / How it works…
O
- object pooling
- about / Object pooling
- steps / Object pooling
- Observer
- occlusion culling / There's more…
- OGG Vorbis
- about / How to do it…
- Ogmo
- about / There's more…
- URL / There's more…
- on-screen keyboard
- showing / Showing the on-screen keyboard
- onCompletion() method
- about / How to do it…
- OpenAL / How it works…
- OpenGL (Open Graphics Library) / How it works…
- OpenGL ES / How it works…
- OpenGL ES precision specifiers / OpenGL ES precision specifiers
- OpenJDK / GNU/Linux users
- Oracle
- URL / Java Development Kit
- OrthogonalTiledMapRenderer class / How it works…
- orthographic cameras
- about / Understanding orthographic cameras
- working with / How to do it…, How it works…
- UI, rendering / Rendering UI on top of the game world
- split screen gameplay, achieving / Split screen
- orthographic projection / 2D rendering using 3D techniques
- overlaps() method / Using bounds for collision detection
P
- Packr
- about / Getting ready
- URL / Getting ready
- pan
- parameters
- passing, into shader programs / Passing parameters into shader programs, How to do it…
- parameters, GwtApplicationConfiguration object
- antialiasing / HTML starter
- canvasId / HTML starter
- fps / HTML starter
- width / HTML starter
- height / HTML starter
- parameters, IOSApplicationConfiguration class
- accelerometerUpdate / iOS starter
- orientationLandscape / iOS starter
- orientationPortrait / iOS starter
- preferredFramesPerSecond / iOS starter
- useAccelerometer / iOS starter
- useCompass / iOS starter
- Particle Editor
- used, for creating juicy effects / Achieving juicy effects with particles, How to do it…, The basics of Particle Editor
- about / Achieving juicy effects with particles
- basics / The basics of Particle Editor
- working / How it works…, There's more…
- particle effects
- rendering, with Libgdx / Rendering particle effects with Libgdx
- particle pooling / There's more…
- particles
- used, for creating juicy effects / Achieving juicy effects with particles
- particle system / Achieving juicy effects with particles
- Pax Britannica
- URL / How to do it…
- perforce
- URL / There's more…
- perspective projection / 2D rendering using 3D techniques
- physics metadata
- generating / Generating the physics metadata
- physics world
- querying / Querying the world, Raycasting, How it works…, There's more…
- area querying / Area querying
- building, from level data / Building a physics world from level data, How to do it…
- populating / Populating your world
- pitch
- about / How it works…
- placeholder sound effect
- about / Procedural audio generators
- platform-specific code
- managing / Managing platform-specific code, How to do it…, There's more…
- play() method
- about / How to do it…
- Player inner class
- about / How to do it…
- play modes, sprite sheet based animations
- PlayMode.NORMAL / Using different play modes
- PlayMode.REVERSED / Using different play modes
- PlayMode.LOOP / Using different play modes
- PlayMode.LOOP_REVERSED / Using different play modes
- PlayMode.LOOP_RANDOM / Using different play modes
- playSong() method
- about / How to do it…
- PNG files
- packing, into atlas / Packing PNG files into an atlas
- packaging, into atlas / Packing PNG files into an atlas
- point / How it works…
- pointer
- about / How to do it…
- point light / Types of lights
- points
- rendering / Rendering points
- precision / OpenGL ES precision specifiers
- preferences
- used, for storing game state and options / Using preferences to store game states and options, How to do it…, There's more…
- preserveTree parameter / Copying and deleting files and directories
- prismatic joint / PrismaticJoint
- procedural audio generators
- about / Procedural audio generators
- procedural effect generators
- about / Procedural audio generators
- Pro Git
- URL / There's more…
- ProgressBar widget /
- project dependencies
- updating / Updating and managing project dependencies, There's more…
- managing / Updating and managing project dependencies, There's more…
- Gradle build file primer / Gradle build file primer
- existing dependencies, updating / Updating existing dependencies
- Libgdx extensions, adding / Adding Libgdx extensions
- project structure
- overview / Understanding the project structure and application life cycle, How to do it…
- working / How it works…
- pulley joint / PulleyJoint
- pull request
- sending, on GitHub / Sending a pull request on GitHub, Getting ready, How to do it…, There's more…
R
- rasterization option / Avoiding unnecessary render calls with frustum culling
- raycasting / Raycasting
- RayCastManager
- about / The RayCastManager class
- using / Using RayCastManager
- RayHandler
- about / RayHandler
- rectangles
- rendering / Rendering rectangles
- regions
- removeListener() method
- about / Input contexts
- render() method / There's more…, How to do it…, How to do it…, Loading and rendering a Tiled map in Libgdx
- about / Input mapping in action
- render calls
- avoiding, with frustum culling / Avoiding unnecessary render calls with frustum culling, How to do it…, How it works…, There's more…
- renderers
- developing / Developing your own map loaders and renderers, How to do it…
- URL / How to do it…
- renderers, Tiled maps
- HexagonalTiledMapRenderer / There's more…
- IsometricTiledMapRenderer / There's more…
- IsometricStaggeredTiledMapRenderer / There's more…
- OrthoCachedTiledMapRenderer / There's more…
- RenderSystem class / How to do it…
- render to texture process / Frame buffers and image composition
- revolute joint / RevoluteJoint
- RoboVM
- about / How it works…
- RoboVM plugin
- URL / Eclipse plugins
- rope joint / RopeJoint
S
- --spread parameter /
- sample types
- CPU samples / Monitoring and profiling
- memory samples / Monitoring and profiling
- scale() method / How to do it…
- Scene2D API
- about /
- features /
- custom actor, creating /
- custom actor, rendering /
- custom actor, manipulating /
- working /
- URL /
- Scene2D listeners
- ActorGestureListener /
- ChangeListener /
- DragListener /
- DragScrollListener /
- FocusListener /
- InputListener /
- TextField.TextFieldClickListener /
- TextArea.TextAreaListener /
- Scene2D UI API / There's more…
- Scene2d UI components
- widgets /
- groups /
- scene graph /
- ScreenLogMessage class
- about / How to do it…
- scrolled() method / How to do it…
- ScrollPane widget /
- SelectBox widget /
- sensors
- about / Sensors and collision filtering
- using / Sensors
- working / How it works…
- Separating Axis Theorem (SAT) / How it works…
- sepia effect / The sepia effect
- Serializable interface / The Serializable interface
- Serializer interface / The Serializer interface
- setColor() method / There's more…
- setContext() method
- about / Input profiles
- setSoft
- enabling / Types of lights
- setValues() method / Creating your accessor
- setVolume() method
- about / How to do it…
- setXray
- enabling / Types of lights
- SFX
- about / Playing short sound effects
- Sfxr
- about / Procedural audio generators
- URL / Getting ready
- reference link, for repository / Getting ready
- sound effects, generating / How to do it…
- Sfxr for Android
- URL / There's more…
- about / There's more…
- shader compiler errors
- detecting / Detecting shader compiler errors
- shader programs
- URL / How it works…
- compiler errors, detecting / Detecting shader compiler errors
- uniform settings / More efficient uniform settings
- shaders
- about / Welcome to the world of shaders, Getting ready
- working with / How to do it…
- vertex shaders / How to do it…
- fragment shaders / How to do it…
- vertex attributes / Vertex attributes
- uniforms / Uniforms
- OpenGL ES precision specifiers / OpenGL ES precision specifiers
- shape assembly option / Avoiding unnecessary render calls with frustum culling
- ShapeRenderer
- using, for debug graphics / Using ShapeRenderer for debug graphics, How to do it…
- lines, rendering / Rendering lines
- circles, rendering / Rendering circles
- rectangles, rendering / Rendering rectangles
- points, rendering / Rendering points
- triangles, rendering / Rendering triangles
- working / How it works…
- simple actions /
- SizeComponent class / How to do it…
- skeletal animations
- creating, with Spine / Skeletal animations with Spine, How to do it…, How it works…
- skin
- about / Skin customization
- customizing / How to do it…
- advantage / How to do it…
- working / How it works…
- Slider widget /
- software prerequisites, cross-platform development environment
- Java Development Kit / Java Development Kit
- Eclipse / Eclipse
- Android SDK / Android SDK
- Eclipse plugins / Eclipse plugins
- XCode / XCode
- character encoding, fixing / Fixing character encoding and line endings
- line endings, fixing / Fixing character encoding and line endings
- order, confirming / Making sure everything is in order
- SoundData
- about / How to do it…
- properties / How to do it…
- sound effects
- playing / Playing short sound effects, How to do it…, How it works…
- sounds, handling individually / Handling sounds individually
- volume, changing / Changing the volume
- looping sounds, creating / Creating looping sounds
- effect priorities, managing / Managing effect priorities
- SoundEmitter inner class
- about / How to do it…
- SoundInstance objects
- about / How to do it…
- SoundManager class
- about / How to do it…
- sound tag / How it works…
- sound wave, over time
- amplitude / How it works…
- wavelength / How it works…
- period / How it works…
- frequency / How it works…
- source control, Libgdx project
- using, with Git / Using source control on a Libgdx project with Git, How to do it…
- SourceTree
- about / Getting ready
- URL / Getting ready
- SpatialAudioSample class
- about / How to do it…
- Spine
- about / Skeletal animations with Spine
- used, for creating skeletal animations / Skeletal animations with Spine, How to do it…, How it works…
- URL / How to do it…
- SplitPane widget /
- split screen mode / Split screen
- SpriteBatch
- used, for texture rendering / Texture rendering with SpriteBatch, Getting ready, How to do it…, There's more…, See also
- working / How SpriteBatch works
- SpriteBatch class
- URL / There's more…
- SpriteBatch draw() method / There's more…
- sprite sheet based animations
- rendering / Rendering sprite-sheet-based animations, How to do it…
- working / How it works…, There's more…
- different play modes, using / Using different play modes
- finish step, checking / Checking when an animation has finished
- character with many animations, handling / Handling a character with many animations, See also
- Stack widget /
- starter classes
- Desktop starter / Desktop starter
- Android starter / Android starter
- HTML starter / HTML starter
- iOS starter / iOS starter
- state
- about / Input contexts
- states
- streaming
- subversion
- URL / There's more…
- SunVox
- about / There's more…
- URL / There's more…
- Super Jumper
- URL / How to do it…
- working with / How to do it…
- Swing application / Embedding a Libgdx window into a Java desktop application
- synchronous loading /
- systems / How to do it…
T
- table.defaults() method /
- tables
- used, for creating menu screen /
- test, Libgdx
- creating / Creating a new test for your fresh feature
- URL / How to do it…
- tests and blending option / Avoiding unnecessary render calls with frustum culling
- TextButton widget /
- TextField widget /
- TextureComponent / How to do it…
- texture filters
- about / Texture filters
- nearest / Texture filters
- linear / Texture filters
- TextureLoader class /
- TexturePacker
- texturepacker-gui option
- about / Packing PNG files into an atlas
- TexturePacker class
- URL / There's more…
- texture rendering
- SpriteBatch, using for / Texture rendering with SpriteBatch, Getting ready, How to do it…, There's more…, See also
- 2D rendering, with 3D techniques / 2D rendering using 3D techniques
- coordinate system / Coordinate system and camera setup
- camera setup / Coordinate system and camera setup
- assets location, in Libgdx / Assets location in Libgdx
- draw order / Draw order
- texture filters / Texture filters
- texture size
- limitations / A note on texture size limitations, There's more…
- The Plane That Couldnt Fly Good
- URL / How to do it…
- Throwable class /
- tIDE Tile Map Editor
- URL / There's more…
- Tiled
- used, for creating maps / Creating maps with Tiled and loading them into Libgdx, Creating a basic map with Tiled, Loading and rendering a Tiled map in Libgdx, How it works…, There's more…
- URL / Getting ready
- properties / Object layers and properties in Tiled
- object layers / Object layers and properties in Tiled
- Tiled editor
- running / Object layers and properties in Tiled
- Tiled map
- loading, in Libgdx / Loading and rendering a Tiled map in Libgdx, How it works…
- rendering, in Libgdx / Loading and rendering a Tiled map in Libgdx, How it works…
- toJson() method / Writing objects to JSON
- Tools, Libgdx extensions
- Tortoise Git / Getting ready
- touchDown() handler
- about / How to do it…
- touchdown() method / Rendering particle effects with Libgdx
- touchDragged() method / How to do it…
- Touchpad widget /
- touchUp() method / How to do it…
- TransformComponent / How to do it…
- Tree widget /
- triangles
- rendering / Rendering triangles
- TTF
- about /
- tweens
- about / Tween – a core class
- methods / Tween – a core class
- organizing / Organizing tweens
- sequence control structure / Organizing tweens
- parallel control structure / Organizing tweens
- tweens types
- to (Tweenable object, int tweenType, int duration) / Tween – a core class
- from (Tweenable object, int tweenType, int duration / Tween – a core class
- set (Tweenable object, int tweenType) / Tween – a core class
- call (IterationCompleteCallback callback) / Tween – a core class
- types, Box2DLights
- point light / Types of lights
- cone light / Types of lights
- directional light / Types of lights
U
- UML class diagram / How it works…
- uniforms, shaders / Uniforms, Passing parameters into shader programs
- Universal Tween Engine
- used, for creating animations / Smooth animations with Universal Tween Engine, How to do it…
- about / Smooth animations with Universal Tween Engine
- accessor, creating / Creating your accessor
- library usage / Library usage
- working / How it works…
- update() method
- about / How to do it…
- updateCamera() function / Loading and rendering a Tiled map in Libgdx
- updateEngine() / How to do it…
- updateListener() method
- about / How to do it…
- user input
- detecting, via event polling / Detecting user input via event polling, Getting ready, How to do it…, How it works…
- detecting, via event listening / Detecting user input via event listening, How to do it…
V
- variable timestep / Variable timestep
- vertex attributes, shaders / Vertex attributes
- vertex shader option / Avoiding unnecessary render calls with frustum culling
- vertex shaders / How to do it…
- Very Angry Robots
- URL / How to do it…
- Viewport API
- Viewport implementation
- building / Build your own Viewport implementation
- viewports
- used, for handling multiple screen sizes / Handling multiple screen sizes with viewports, How to do it…
- working / How it works…
- using / Getting the most out of Viewport
- working with / Working with two cameras and viewports
- VisualVM
- used, for profiling application / Profiling your application with VisualVM, Getting ready
- about / Profiling your application with VisualVM
- URL / Getting ready
- installing / Installing VisualVM
- launcher, changing / Changing the launcher
- monitoring / Monitoring and profiling
- profiling / Monitoring and profiling
- working / How it works…
- VisualVM launcher
- modifying / Changing the launcher
W
- waves / How it works…
- WAV files
- about / How to do it…
- weld joint / WeldJoint
- wheel joint / WheelJoint
- widget
- creating / Creating new widgets, How to do it…, Creating a widget
- label /
- image /
- button /
- TextButton /
- ImageButton /
- ImageTextButton /
- CheckBox /
- TextField /
- list /
- ScrollPane /
- SelectBox /
- ProgressBar /
- Slider /
- Touchpad /
- Stack /
- Tree /
- SplitPane /
- Window /
- Dialog /
- working / How it works…, There's more…
- using / Using a widget
- widget collection
- overview /
- Windows users
- Java Development Kit, installing for / Windows and Mac users
- Window widget /
- World Wide Web Consortium (W3C)
- about / The XML parsing primer
- URL / The XML parsing primer
X
- Xbox 360 controller mapping
- diagrammatic representation / There's more…
- XCode / XCode
- XML
- about / The XML parsing primer
- XML parsing primer
- about / The XML parsing primer, How to do it…, There's more…
Y
- y-down approach / Coordinate system and camera setup
- y-up system / Coordinate system and camera setup
Z
- Z-index /