We will now begin to fill in the stub methods with some life. The game loop is a good starting point; it is our driving engine that keeps the game world updated and rendered in a continuous way. After this, we will add some sprites and verify that the updating and rendering mechanism is working fine. In order to manipulate the world and game objects, controls are added to receive and react on user input. Finally, the CameraHelper
class will be implemented to allow us to move around freely in the game world and to select a game object of our choice that the camera is supposed to follow.
Learning LibGDX Game Development- Second Edition
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
Free Chapter
Introduction to LibGDX and Project Setup
Cross-platform Development – Build Once, Deploy Anywhere
Configuring the Game
Gathering Resources
Making a Scene
Adding the Actors
Menus and Options
Special Effects
Screen Transitions
Managing the Music and Sound Effects
Advanced Programming Techniques
Animations
Basic 3D Programming
Bullet Physics
Index
Customer Reviews