Book Image

Learning LibGDX Game Development- Second Edition

Book Image

Learning LibGDX Game Development- Second Edition

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

Chapter 4. Gathering Resources

In this chapter, we are going to gather and prepare the resources for Canyon Bunny to spice up the visual appearance of the game. We will do this using a collection of image files that have been created beforehand. You will learn how to replace the Android default launcher icon that comes with every new Android project. Additionally, you will be introduced to the technique of texture atlases and also learn how to create and use them in conjunction with LibGDX.

You will learn why it is important to keep track of your assets at runtime, and how to make it an almost hassle-free task by delegating most of it to LibGDX. Hassle-free means that you will not have to worry about keeping track when unloading or reloading your assets becomes necessary. Instead, LibGDX only needs to know what assets should be loaded to manage them transparently for you in the background.

Organizing the access to the loaded assets is another important topic. You will learn how to create your...