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  • Book Overview & Buying LibGDX Game Development By Example
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LibGDX Game Development By Example

LibGDX Game Development By Example

By : James Cook
4 (15)
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LibGDX Game Development By Example

LibGDX Game Development By Example

4 (15)
By: James Cook

Overview of this book

LibGDX is a cross-platform game development framework in Java that makes game programming easier and fun to do. It currently supports Windows, Linux, Mac OS X, Android, and HTML5. With a vast feature set on offer, there isn't a game that can’t be made using libGDX. It allows you to write your code once and deploy it to multiple platforms without modification. With cross-platform delivery at its heart, a game can be made to target the major markets quickly and cost effectively. This book starts with a simple game through which the game update cycle is explained, including loading textures onto your screen, moving them around, and responding to input. From there you’ll move on to more advanced concepts such as creating a formal game structure with a menu screen, adding a game screen and loading screen, sprite sheets, and animations. You’ll explore how to introduce a font to optimize text, and with the help of a game that you’ll create, you’ll familiarise yourself with the 2D tile map API to create worlds that scroll as the characters move. In the final sample game of the book, you’ll implement a basic version of an Angry Birds clone, which will allow you to use the physic library box2D that libGDX provides access to. An overview of exporting games to different platforms is then provided. Finally, you will discover how to integrate third-party services into games and take a sneak peak at the Social Media API to get a basic understanding of how it fits into the libGDX ecosystem.
Table of Contents (13 chapters)
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12
Index

Chapter 7. Extending the Platform

In the previous chapter, we looked at how to create a simple platform game, where we used a new tool, Tiled, that allowed us to create a level and used the Tiled Maps API of LibGDX to bring it to life. However, our game was confined to a single screen. As most of you will be aware, to really take our game to the next level, the level itself should usually be bigger than the screen.

In this chapter, we are going to look at how to extend the level and how to move the camera with Pete as he traverses through our new world. Once we have that, we can then move on to the next topic, which is adding sounds. In this, we will introduce you to the use of music and sound effects. We will cover the following topics in this chapter:

  • Increasing the level length
  • Introducing camera scroll
  • Making sounds
  • Playing music
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LibGDX Game Development By Example
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