Book Image

Learning LibGDX Game Development

Book Image

Learning LibGDX Game Development

Overview of this book

Table of Contents (21 chapters)
Learning LibGDX Game Development Second Edition
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Laying foundations


Let's now move on from theory to practice and get down to the actual implementation details. We will begin with implementing the first basic version of CanyonBunnyMain, WorldController, and WorldRenderer. Additionally, we will use a utility class to store constant values in a new class called Constants. It is true that this class does not appear in the class diagram, as it is just there for our convenience to avoid scattering or, even worse, duplicating certain constants all over the source code files. Also, as the stored values in Constants are meant to be used in virtually any other class, it would only clutter up the class diagram by drawing one additional line for each class to Constants.

Note

For simplicity, we will use the Constants class to store our constant values. Alternatively, game constants could be made data-driven via a settings file. This would avoid the need to recompile your code when a constant is changed.

Implementing the Constants class

Here is the listing...