Index
A
- Action class
- actions / Actors and their actions
- Actions class
- about / Introducing Scene2D
- Actor class
- about / Introducing Scene2D
- AdMob
- reference link, for setting up / Adding Google Mobile Ads
- Ads API
- about / Adding Google Mobile Ads
- ADT plugin
- Android back button
- handling / Handling the Android back button
- Android development environment, setting up
- about / Setting up the Android development environment
- ADT plugin, installing / Installing the ADT plugin and linking the Android SDK with Eclipse
- Android SDK, linking with Eclipse / Installing the ADT plugin and linking the Android SDK with Eclipse
- LibGDX support plugins, installing / Installing the LibGDX support plugins
- GWT, setting up / Setting up GWT
- RoboVM plugin, installing / Installing the RoboVM plugin
- Gradle plugin, installing / Installing the Gradle plugin
- Android game, finalizing
- Google's offerings / Using Google's offerings
- global leaderboard and achievements, adding / Leaderboards and achievements using Google Play services
- third-party alternatives / Famous third-party alternatives
- icons, creating / Creating icons
- Android SDK
- download link / Setting up the Android development environment
- linking, with Eclipse / Installing the ADT plugin and linking the Android SDK with Eclipse
- Android version, of game
- publishing / Publishing the Android version
- store listing, preparing / Preparing the store listing
- reference link, for launch checklist / Preparing the store listing
- APK release, preparing / Preparing to release the APK
- Google Play link / Preparing to release the APK
- Android Virtual Device (AVD) / Running the project
- Ant
- setting up / Running tests
- download link / Running tests
- applet
- reference link / Publishing the Web version
- ApplicationAdapter class
- about / A LibGDX app's life cycle
- App Store publishing
- reference link, for tutorial / Publishing the iOS version
- art assets
- planning / Planning art assets
- reference link / Planning art assets
- AssetManager
- using / Using AssetManager
- audio
- adding, to game / Playing with audio
B
- Badlogic Games blog
- reference link / Creating the IPA
- BaseGameUtils
- linking / Linking BaseGameUtils
- code, writing / Wiring with code
- BitmapFont class / Displaying the Hello World text
- BitmapFont creator tool
- Blender
- URL / Creating 3D content
- BMFont
- Box2D
- about / The incredible world of Box2D
- collision features / The incredible world of Box2D
- physics features / The incredible world of Box2D
- URL, for documentation / The incredible world of Box2D
- LibGDX, using with / LibGDX with Box2D
- linking, with game worlds / Linking the Box2D and game worlds
- Box2D rigid bodies
- about / Box2D rigid bodies
- static / Box2D rigid bodies
- kinematic / Box2D rigid bodies
- dynamic / Box2D rigid bodies
- Box2D version, Thrust Copter
- about / Box2D version of Thrust Copter
- objects, creating / Creating and placing objects
- objects, placing / Creating and placing objects
- obstacles, creating / Creating obstacles
- scene, creating / Drawing the scene
- Box2D world
- creating / Creating a Box2D world
- drawing / Drawing the Box2D world
- simulating / Simulating the Box2D world
- Bullet class
- about / Using bullet physics
- bullet physics, 3D
- using / Using bullet physics
- reference links / Using bullet physics
- bullet world, creating / Creating the bullet world
- bullet world, 3D physics
- creating / Creating the bullet world
- rigid bodies, adding / Adding rigid bodies
- collision detection / Collision detection
- shadows, adding / Adding shadows
C
- collision, for pickups
- about / Collision for pickups
- collision features, Box2D / The incredible world of Box2D
- collision filtering
- URL, for tutorial / Handling collisions
- collisions
- detecting / Detecting collisions
- handling / Handling collisions
- ignoring, with shield / Ignoring collisions with shield
- create method
- about / A LibGDX app's life cycle
D
- 3D
- about / Introducing the third dimension
- bullet physics / Using bullet physics
- 3D content
- creating / Creating 3D content
- PerspectiveCamera class / The PerspectiveCamera class
- 3D files
- converting, to G3DB / Converting 3D files to G3DB
- 3D frustum culling
- using, in LibGDX / 3D frustum culling in LibGDX
- 3D ModelInstance classes
- rendering / Rendering the ModelInstance classes
- 3D models
- loading / Loading 3D models
- animations, playing / Playing animations
- 3D objects
- interacting with / Interacting with 3D objects
- frustum culling, using in LibGDX / 3D frustum culling in LibGDX
- 3D particles, with Flame / 3D particles with Flame
- 3D particles
- using, with Flame / 3D particles with Flame
- data, handling
- persisting game preferences, saving / Persisting game preferences
- persisting game preferences, loading / Persisting game preferences
- sound preferences, saving / Saving and loading sound preferences
- sound preferences, loading / Saving and loading sound preferences
- desktop version, of game
- about / Publishing the desktop version
- publishing / Publishing the desktop version
- dispose method
- about / A LibGDX app's life cycle
- Draw 9-Patch tool
- reference link / Creating scalable skins using the 9-patch tool
- dynamic body, Box2D / Box2D rigid bodies
E
- Eclipse
- installing / Installing Eclipse
- download link / Installing Eclipse
- Android SDK, linking, with / Installing the ADT plugin and linking the Android SDK with Eclipse
F
- fbx-conv application
- reference link / Converting 3D files to G3DB
- filesystems and access permissions
- about / Filesystems and access permissions
- files, reading / Reading and writing files
- files, writing / Reading and writing files
- FillViewport
- FitViewport
- Flame
- 3D particles, using with / 3D particles with Flame
- Flappy Bird game example
- reference link / Running demos
- Flappy Bird tutorial, with Overlap2D
- reference link / Working with Overlap2D
- Flurry
- URL / Flurry for analytics
- about / Flurry for analytics
- Flurry analytics
- about / Flurry for analytics
- Frames Per Second (FPS) / A LibGDX app's life cycle
G
- G3DB
- 3D files, converting to / Converting 3D files to G3DB
- game
- Android version, publishing / Publishing the Android version
- desktop version, publishing / Publishing the desktop version
- Web version, publishing / Publishing the Web version
- iOS version, publishing / Publishing the iOS version
- Game class instance
- creating / Creating our Game class instance
- Game Design Doc (GDD) / The ThrustCopter game
- game states
- adding / Adding the different game states
- pillar rocks, adding / Adding the pillar rocks
- collision, adding with pillars / Collision with the pillars
- meteor rocks, adding / Adding meteor rocks
- collision, adding with meteor rock / Collision with the meteor rock
- game worlds
- Box2D, linking with / Linking the Box2D and game worlds
- gdx-setup-ui
- download link / The alternate LibGDX setup
- GestureDetector class / Capturing gestures
- gestures
- capturing / Capturing gestures
- Glyph Designer
- Google's offerings, for Android game
- using / Using Google's offerings
- platform-specific code, interfacing / Interfacing platform-specific code
- Google Analytics tracking, implementing / Implementing Google Analytics tracking
- tracker configuration files, adding / Adding tracker configuration files
- Google Mobile Ads, adding / Adding Google Mobile Ads
- Google Analytics
- reference link / Implementing Google Analytics tracking
- Google Analytics tracking
- implementing / Implementing Google Analytics tracking
- Google Developer Console
- Google Mobile Ads
- adding, to Android game / Adding Google Mobile Ads
- Google Play services
- used, for adding leaderboard and achievements / Leaderboards and achievements using Google Play services
- Gradle
- reference link / Installing the Gradle plugin
- Gradle plugin
- installing / Installing the Gradle plugin
- reference link / Installing the Gradle plugin
- Gradle setup application
- using / Using the Gradle setup application
- URL / Using the Gradle setup application
- Hello World project / A Hello World project
- Gradle projects, importing to Eclipse / Importing Gradle projects to Eclipse
- project, running / Running the project
- graphics
- displaying / Displaying the graphics
- graphics, Thrust Copter game
- displaying / Displaying the graphics
- final game scene / The final game scene
- plane animation, adding / Adding the plane animation
- plane, moving / Moving the plane
- code, reviewing / The code so far
- texture packing / Texture packing
- revised code / The revised code
- aspect ratios, handling / Handling multiple screen sizes and aspect ratios
- multiple screen sizes, handling / Handling multiple screen sizes and aspect ratios
- Graphics Processing Unit (GPU) / Displaying the graphics
- Group class
- about / Introducing Scene2D
- GWT
- setting up / Setting up GWT
H
- Heads Up Display (HUD) / Planning art assets
- Heads Up Display (HUD) UI
- about / Heads Up Display (HUD) UI
- HelloWorld class / Exploring the project
- Hello World project
- exploring / Exploring the project
- Hello World text, displaying / Displaying the Hello World text
- demos, running / Running demos
- tests, running / Running tests
- alternate LibGDX setup / The alternate LibGDX setup
- Hiero
I
- icons
- creating / Creating icons
- icons-launcher
- reference link / Creating icons
- info.plist.xml file
- about / Preparing the iOS project
- UIDeviceFamily / Preparing the iOS project
- UISupportedInterfaceOrientations / Preparing the iOS project
- CFBundleIconFiles / Preparing the iOS project
- InMobi Ads
- about / Ads from InMobi
- URL / Ads from InMobi
- InputAdapter class
- using / Using the InputAdapter class
- gestures, capturing / Capturing gestures
- game controllers / Game controllers controller
- InputProcessor
- about / Event handling for inputs
- keyDown() method / Event handling for inputs
- keyUp() method / Event handling for inputs
- keyTyped() method / Event handling for inputs
- touchDown() method / Event handling for inputs
- touchDragged() method / Event handling for inputs
- touchUp() method / Event handling for inputs
- interactions, in Box2D world
- about / Interactions in the Box2D world
- Box2D, linking with game worlds / Linking the Box2D and game worlds
- collisions, detecting / Detecting collisions
- iOS version, of game
- publishing / Publishing the iOS version
- steps, at developer portal / First steps at the developer portal
- iOS project, preparing / Preparing the iOS project
- build, testing on device / Testing the build on a device
- IPA, creating / Creating the IPA
J
- JarWrapper
- reference link / Publishing the desktop version
- Java
- Java development environment
- setting up / Getting started, Setting up the Java development environment
- Java Native Interface (JNI)
- about / LibGDX with Box2D
- JDK
- installing / Setting up the Java development environment
- downloading, from Oracle site / Setting up the Java development environment
- JDK 8u5
K
- kenney.nl / Loading TMX levels
- kinematic body, Box2D / Box2D rigid bodies
L
- leaderboard
- about / Implementing a local leaderboard
- leaderboard and achievements
- adding, Google Play services used / Leaderboards and achievements using Google Play services
- Legacy AdMob
- about / Adding Google Mobile Ads
- LibGDX
- application life cycle / A LibGDX app's life cycle
- about / LibGDX with Box2D
- using, with Box2D / LibGDX with Box2D
- 3D frustum culling, using / 3D frustum culling in LibGDX
- online resources / Some useful resources and links
- LibGDX API documentation
- reference link / The game scene
- LibGDX Gradle combo
- about / The LibGDX Gradle combo
- Gradle setup application, using / Using the Gradle setup application
- LibGDX support plugins
- installing / Installing the LibGDX support plugins
- LibGDX wiki page
- loading scene
- adding, to Scene2D / Adding a loading scene
- reference link / Adding a loading scene
- LoadingScreen class
- about / Adding a loading scene
- investigating / Investigating the LoadingScreen class
- local leaderboard
- implementing / Implementing a local leaderboard, The leaderboard
- about / Implementing a local leaderboard
- filesystems and access permissions / Filesystems and access permissions
- scores, saving / Saving and displaying scores
- scores, displaying / Saving and displaying scores
- Luna
- about / Installing Eclipse
M
- Material class
- about / Playing with primitives
- menu scene
- adding, to Scene2D / Adding the menu scene
- scalable skins, creating with 9-patch tool / Creating scalable skins using the 9-patch tool
- ModelBuilder class
- about / Playing with primitives
- Model class
- about / Playing with primitives
- music
- reference link / Playing with audio
N
- navigating, plane
- touch input, using / Navigating using touch input
- input methods, dealing with / Dealing with other input methods
- keyboard keys, polling / Polling keyboard keys
- accelerometer data, accessing / Accessing accelerometer data
- event handling, for inputs / Event handling for inputs
- InputAdapter class, using / Using the InputAdapter class
- Nine Patch
- reference link / Creating scalable skins using the 9-patch tool
O
- online resources, LibGDX / Some useful resources and links
- OUYA
- about / Piloting our plane, Game controllers controller
- reference link / Game controllers controller
- Overlap2D
- about / Overlap2D
- URL / Overlap2D
- reference link, for video / Overlap2D
- features / Overlap2D
- UI / Overlap2D
- working with / Working with Overlap2D
- reference link, for forums / Working with Overlap2D
P
- 9 patch image
- reference link / Creating scalable skins using the 9-patch tool
- particles
- about / Special effects with particles
- effects, pooling / Pooling particle effects
- pause method
- about / A LibGDX app's life cycle
- persisting game preferences
- saving / Persisting game preferences
- loading / Persisting game preferences
- PerspectiveCamera class
- about / The PerspectiveCamera class
- Physics Body Editor tool
- URL / Detecting collisions
- physics features, Box2D / The incredible world of Box2D
- pickups
- about / Time for pickups
- class, using / Using a pickup class
- logic, adding / Adding pickup logic
- Heads Up Display (HUD) UI / Heads Up Display (HUD) UI
- plane, piloting
- about / Piloting our plane
- navigating, touch input used / Navigating using touch input
- game states, adding / Adding the different game states
- game, making easier / Making the game easier
- audio, adding / Playing with audio
- platform-specific code
- interfacing / Interfacing platform-specific code
- Power of Two (POT) textures / Creating 3D content
- Preferences class
- about / Persisting game preferences
- primitives, 3D
- working with / Playing with primitives
- Model class / Playing with primitives
- Material class / Playing with primitives
- ModelBuilder class / Playing with primitives
- Usage.Position attribute / Playing with primitives
- Usage.Normal attribute / Playing with primitives
- ModelInstance classes, rendering / Rendering the ModelInstance classes
R
- refactoring
- time / Refactoring time
- about / More refactoring
- render function / Displaying the Hello World text
- render method
- resize method
- resume method
- about / A LibGDX app's life cycle
- RoboVM plugin
- installing / Installing the RoboVM plugin
- URL / Installing the RoboVM plugin
- download link / Installing the RoboVM plugin
S
- Scene2D
- about / Introducing Scene2D
- Actor / Introducing Scene2D
- Group / Introducing Scene2D
- Stage / Introducing Scene2D
- Actions / Introducing Scene2D
- stage for actors / The stage for actors
- actor / Actors and their actions
- Action class / Actors and their actions
- widgets / Widgets
- loading scene, adding / Adding a loading scene
- menu scene, adding / Adding the menu scene
- reference link / Adding the menu scene
- ScreenViewport
- shield
- collisions, ignoring with / Ignoring collisions with shield
- ShoeBox
- show method
- sound effects
- adding, to game / Adding sound effects
- soundEnabled
- sound preferences
- saving / Saving and loading sound preferences
- loading / Saving and loading sound preferences
- soundVolume
- SpriteBatch class / Exploring the project, Displaying the graphics
- Stage class
- about / Introducing Scene2D, The stage for actors
- static body, Box2D / Box2D rigid bodies
- StretchViewport
- Swarm
T
- Table class
- reference link / Widgets
- text
- displaying / Displaying text
- Texture drawing
- about / Displaying the graphics
- TexturePacker
- reference link / Texture packing
- TexturePacker class
- about / Texture packing
- TexturePacker GUI
- reference link / Texture packing
- texture packing
- about / Displaying the graphics, Texture packing
- TextureRegion class / Displaying the graphics
- Textures
- about / Displaying the graphics
- third-party alternatives
- about / Famous third-party alternatives
- Flurry analytics / Flurry for analytics
- InMobi Ads / Ads from InMobi
- Swarm / Swarm – the all-in-one package
- Thrust Copter game
- about / The ThrustCopter game
- creating / The ThrustCopter game, Creating the Thrust Copter project
- life cycle / A LibGDX app's life cycle
- art assets, planning / Planning art assets
- game scene, creating / The game scene
- game scene, populating / Populating the game scene
- ThrustCopterScene class
- creating / Creating a ThrustCopterScene class
- Game class instance, creating / Creating our Game class instance
- refactoring / More refactoring
- AssetManager, using / Using AssetManager
- tile-based level design
- about / Tile-based level design
- Tiled, using / Using Tiled
- Tiled
- about / Using Tiled
- download link / Using Tiled
- using / Using Tiled
- TMX levels, loading / Loading TMX levels
- Tiled TMX levels
- using / Loading TMX levels
- tilesheet / Loading TMX levels
- time step, fixing
- about / Fixing the time step
- URL / Fixing the time step
- tracker configuration files
- adding, to Android game / Adding tracker configuration files
U
- Usage.Normal attribute
- about / Playing with primitives
- Usage.Position attribute
- about / Playing with primitives
V
- Vector2 class
- reference link / Moving the plane
- verdana39.fnt
- download link / Displaying the Hello World text
- verdana39.png
- download link / Displaying the Hello World text
W
- Web version, of game
- publishing / Publishing the Web version
- widgets, Scene2D
X
- Xoppa, blog