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Learning Libgdx Game Development
Learning Libgdx Game Development

Learning Libgdx Game Development: Are your games limited to one platform? Use our practical guide to libGDX and before long you'll be developing games that run across multiple platforms, enjoying an increased audience and revenue.

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Learning Libgdx Game Development

Chapter 2. Cross-platform Development – Build Once, Deploy Anywhere

In this chapter you will learn more about the generated Eclipse projects and how they work together. Also, you will learn more about the following components of the Libgdx framework:

  • Backends

  • Modules

  • Application Life-Cycle and Interface

  • Starter Classes

At the end of this chapter, you will take a closer look at the demo application and inspect the generated code of the Main class in great detail. You will learn how to set breakpoints, run the application in debug mode, and speed up your overall productivity with the awesome JVM Code Hot Swapping feature. The discussion on the demo application ends with some simple and fun modifications to the code accompanied by a demonstration of the JVM Code Hot Swapping feature.

After completing this chapter you will be able to deploy, run, and debug the demo application from Chapter 1, Introduction to Libgdx and Project Setup on a desktop (including Windows, Linux, and Mac OS X), on Android...

The demo application – how the projects work together


In Chapter 1, Introduction to Libgdx and Project Setup, we successfully created our demo application, but we did not look at how all the Eclipse projects work together. Take a look at the following diagram to understand and familiarize yourself with the configuration pattern that all of your Libgdx applications will have in common:

What you see here is a compact view of four projects. The demo project to the very left contains the shared code that is referenced (that is, added to the build path) by all the other platform-specific projects. The main class of the demo application is MyDemo.java. However, looking at it from a more technical view, the main class where an application gets started by the operating system, which will be referred to as Starter Classes from now on. Notice that Libgdx uses the term "Starter Class" to distinguish between these two types of main classes in order to avoid confusion. We will cover everything related...

Backends


Libgdx makes use of several other libraries to interface the specifics of each platform in order to provide cross-platform support for your applications. Generally, a backend is what enables Libgdx to access the corresponding platform functionalities when one of the abstracted (platform-independent) Libgdx methods is called. For example, drawing an image to the upper-left corner of the screen, playing a sound file at a volume of 80 percent, or reading and writing from/to a file.

Libgdx currently provides the following three backends:

  • LWJGL (Lightweight Java Game Library)

  • Android

  • JavaScript/WebGL

As already mentioned in Chapter 1, Introduction to Libgdx and Project Setup, there will also be an iOS backend in the near future.

LWJGL (Lightweight Java Game Library)

LWJGL (Lightweight Java Game Library) is an open source Java library originally started by Caspian Rychlik-Prince to ease game development in terms of accessing the hardware resources on desktop systems. In Libgdx, it is used for...

Modules


Libgdx provides six core modules that allow you to access the various parts of the system your application will run on. What makes these modules so great for you as a developer is that they provide you with a single Application Programming Interface (API) to achieve the same effect on more than just one platform. This is extremely powerful because you can now focus on your own application and you do not have to bother with the specialties that each platform inevitably brings, including the nasty little bugs that may require tricky workarounds. This is all going to be transparently handled in a straightforward API which is categorized into logic modules and is globally available anywhere in your code, since every module is accessible as a static field in the Gdx class.

Naturally, Libgdx does always allow you to create multiple code paths for per-platform decisions. For example, you could conditionally increase the level of detail in a game when run on the desktop platform, since desktops...

Libgdx's Application Life-Cycle and Interface


The Application Life-Cycle in Libgdx is a well-defined set of distinct system states. The list of these states is pretty short: create, resize, render, pause, resume, and dispose.

Libgdx defines an ApplicationListener interface that contains six methods, one for each system state. The following code listing is a copy that is directly taken from Libgdx's sources. For the sake of readability, all comments have been stripped.

public interface ApplicationListener {
  public void create ();
  public void resize (int width, int height);
  public void render ();
  public void pause ();
  public void resume ();
  public void dispose ();
}

All you need to do is implement these methods in your main class of the shared game code project. Libgdx will then call each of these methods at the right time.

Tip

Downloading the example code

You can download the example code files for all Packt books you have purchased from your account at http://www.packtpub.com. If...

Starter Classes


A Starter Class defines the entry point (starting point) of a Libgdx application. They are specifically written for a certain platform. Usually, these kinds of classes are very simple and mostly consist of not more than a few lines of code to set certain parameters that apply to the corresponding platform. Think of them as a kind of boot-up sequence for each platform. Once booting has finished, the Libgdx framework hands over control from the Starter Class (for example, the demo-desktop project) to your shared application code (for example, the demo project) by calling the different methods from the ApplicationListener interface that the MyDemo class implements. Remember that the MyDemo class is where the shared application code begins.

We will now take a look at each of the Starter Classes that were generated during the project setup.

Running the demo application on a desktop

The Starter Class for the desktop application is called Main.java.

The following listing is Main.java...

The demo application – time for code


In this section we will take a closer look at the actual code of the demo project. Thereafter, we will do some simple modifications to the code and also use the debugger.

Inspecting an example code of the demo application

Let us take a first look at the generated code of MyDemo.java from the demo project.

The following code listing shows the class definition:

public class MyDemo implements ApplicationListener {
  // ...
}

As you can see the MyDemo class implements the ApplicationListener interface. Before we move on to the implementation details of the interface, we will spend some time on the remaining part of this class.

You will find a definition of four member variables, each with a class provided by Libgdx.

private OrthographicCamera camera;
private SpriteBatch batch;
private Texture texture;
private Sprite sprite;

Here is a brief explanation of the classes from the preceding code listing to give you a basic background knowledge for the code inspection that...

Summary


We learned a lot in this chapter about Libgdx and how all the projects of an application work together. We covered Libgdx's backends, modules, and Starter Classes. Additionally, we covered what the Application Life-Cycle and corresponding interface are and how they are meant to work. The debugger has been used to inspect the demo application at runtime, and furthermore we made use of the JVM Code Hot Swapping feature.

We now know the basics of the Libgdx applications, so now we are ready to start developing a real game. We will start at the very beginning of the development cycle step-by-step. Since Libgdx is a framework but not a game engine, we first have to build our own engine. So, we will learn how to create an appropriate program architecture that is suitable to handle our game in the next chapter.

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Key benefits

  • Create a libGDX multi-platform game from start to finish
  • Learn about the key features of libGDX that will ease and speed up your development cycles
  • Write your game code once and run it on a multitude of platforms using libGDX
  • An easy-to-follow guide that will help you develop games in libGDX successfully

Description

Game development is a field of interdisciplinary skills, which also makes it a very complex topic in many respects. One decision that usually needs to be made at the beginning of a game development processis to define the kind of computer system or platform the game will be developed for. This does not pose any problems in general but as soon as the game should also be able to run on multiple platforms it will become a developer's nightmare to maintain several distinct copies of the same game. This is where the libGDX multi-platform game development framework comes to the rescue! "Learning Libgdx Game Development" is a practical, hands-on guide that provides you with all the information you need to know about the libGDX framework as well as game development in general so you can start developing your own games for multiple platforms. You will gradually acquire deeper knowledge of both, libGDX and game development while you work through twelve easy-to-follow chapters. "Learning Libgdx Game Development" will walk you through a complete game development cycle by creating an example game that is extended with new features over several chapters. These chapters handle specific topics such as organizing resources, managing game scenes and transitions, actors, a menu system, using an advanced physics engine and many more. The chapters are filled with screenshots and/or diagrams to facilitate comprehension. "Learning Libgdx Game Development" is the book for you if you want to learn how to write your game code once and run it on a multitude of platforms using libGDX.

Who is this book for?

This book is great for Indie and existing game developers, as well as those who want to get started with game development using libGDX. Java game knowledge of game development basics is recommended.

What you will learn

  • Learn about libGDX and prepare your system for multi-platform game development
  • Speed up your overall productivity with the awesome JVM Code Hot Swapping feature
  • Create a project setup and test the base code required for game building
  • Use Scene2D to create and organize complex menu structures
  • Use the texture packer to automate the creation of texture atlases
  • Replace the default launcher icon with your own app icon
  • Manage and play audio files and add special effects to a game to improve its look and feel
  • Create and use texture atlases for optimized sprite rendering
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Publication date : Sep 23, 2013
Length: 388 pages
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Language : English
ISBN-13 : 9781782166047
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Table of Contents

12 Chapters
Introduction to Libgdx and Project Setup Chevron down icon Chevron up icon
Cross-platform Development – Build Once, Deploy Anywhere Chevron down icon Chevron up icon
Configuring the Game Chevron down icon Chevron up icon
Gathering Resources Chevron down icon Chevron up icon
Making a Scene Chevron down icon Chevron up icon
Adding the Actors Chevron down icon Chevron up icon
Menus and Options Chevron down icon Chevron up icon
Special Effects Chevron down icon Chevron up icon
Screen Transitions Chevron down icon Chevron up icon
Managing Music and Sound Effects Chevron down icon Chevron up icon
Advanced Programming Techniques Chevron down icon Chevron up icon
Animations Chevron down icon Chevron up icon

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Bob Jan 15, 2014
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This book is worth its money if you want to get to know libgdx, a very elaborate and usable solution to multi platform game development, and the processes of developing games, from planning to implementation.I have already been involved in a few smaller game development projects but have not had any coding practice in this area. On top of that has been some time since I last used Java. I feared my rather basic Java skills were already too rusty. When I started reading this book it has shown me that this would be no problem."If you can't explain it simply, you don't understand it well enough." -a quote often accredited to Albert Einstein.Accordingly the author, Andreas Oehlke, does a wonderful job at selecting a suitable level to put the topics across keeping everything as simple as possible. The demand versus simplicity are examplary well balanced. Some basic knowlege of Java is required and knowing how to work with eclipse or at least having used the Android SDK could not hurt but is not mandatory. Still, a lot is being explained quickly and pragmatically from the ground up. Beginners and people with a bit ageing Java experience, like myself, should not hesitate to try libgdx with this book. The language is kept simple, without too sophisticated terms and many screenshots will guide you through the installation routines as well as the handling of the mighty IDE eclipse.On the other hand experienced Java developers will also have a great benefit by getting to know the libgdx framework, its mechanisms and features and the game development lifecycle. If the reader already has some proper Java development experience a few pages can be skimmed through.The book's clear structure starts with an introduction of libgdx, its features and setting everything up for each platform. Afterwards all aspects of game development and libgdx features are pragmatically exlained with the example game application calledd "Canyon Bunny" which is a quite complex 2d side scrolling platformer game. This serves as a fun and motivating example - as opposed to many dry and sterile example projects of other software development books. Later some advanced techniques for game development are introduced such as particle systems, physics and shader programming.
Amazon Verified review Amazon
Amazon Customer Feb 27, 2014
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I had a desire to do something arcade-like for Android and further fueled by the promise of an apparently slick, easy to learn library that can allow you to develop for iPhone, desktop and HTML5 with the exact same code base as your Android game- I thought I would try out this book.I fired up my PC and got to work. 3 hours later I was still wrestling with the vagaries of Eclipse and I am not ashamed to say it almost broke me. But once the setup of Eclipse and LibGDX was complete I started to experience the pure wonder (no exaggeration) of LibGDX, well explained by the author of the book.For example the introduction to chapter 5 explained that we would plan the layout of a level and and implement the code for a level loader. Clearly things were about to get complicated? But no. This single chapter explained how to make a graphical map of a level, write a simple class to translate the graphics into a real, fully drawn, including a simple GUI, level- from the graphical assets we had previously discussed and written code for.Almost every chapter was the same roller coaster ride. Oh no here comes a tough topic. Ahh.. that was easy. Chapter 11 was the exception. That was tough.So if you already know a modest amount of Java you could be tweaking your first platform or arcade game in a few days. I hope the author writes another book to cover 3d games with LibGDX.
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Konsument Dec 09, 2013
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I recently got a copy of this book for professional purposes and thought to comment on it. My conclusion after reading the book is that it’s well worth its money. Do not hesitate much! No matter if you are new to libGDX and looking for the perfect tool for a multi-platform project, you are already acquainted and you want to have a solid libGDX reference around or you want to learn how a game is made – this book is the right choice.First, I want to congratulate the author, Andreas Oehlke, for his high level of expertise. It immediately becomes apparent that he has worked on many game projects, used many tools and has a profound know-how in the field. He's in my eyes a true professional with passion for the material. The way he explains new concepts and his actions throughout the book is simply great. He focuses on understanding through simplicity instead of trying to impress using complex incomprehensible terms. Reading the book will make you feel the effective knowledge gain instead of becoming more and more frustrated, because you cannot follow.The book's structure is very clear and understandable. The author first introduces libGDX and provides a short overview of the library’s features. He gives an elaborate tutorial of how to setup libGDX for the different platforms annotated with a huge amount of screenshots demonstrating each small step. I was very satisfied with that, for it considers novice readers without any knowledge of the required technologies and, to a certain extent, readers without any development experience at all. For some unknown reason, no other multi-platform game frameworks are mentioned though. The choice of libGDX would’ve been much better motivated on the background of a comparison of the different options available.The author than proceeds to show nearly every aspect of libGDX by developing a humorous platformer entitled “Canyon Bunny” step-by-step, introducing new features incrementally. The game’s main character is a cartoony bunny head that gives you a nearly lethal dose of cuteness. Surprisingly, by the end of the book we have an advanced game of quite complex dynamics. It’s not the typical tutorial game with limited scope, no, “Canyon Bunny” supports levels of arbitrary sizes and could get challenging… It features dying and respawning, a finite number of lives, special effects including a carrot blizzard, different game screens, a game options dialog etc. And the best thing is, you will not even feel the level of complexity rising, because it’s happening very gradually. I send all my compliments to the author for his marksmanship at designing and coding. At no point during the book I felt overwhelmed or confused, though I have previous experience developing multi-platform games.By the last chapter, the reader has a very solid picture of the libGDX ecosystem and should be able to freely use it for her own projects. I was missing a short explanation of how real-world scenarios like adding banner ads, connecting the application to social websites and synchronizing highscores can be handled. Also, no methods for the development of multiplayer games are discussed. I found it amazing that the author introduces you to different game development tools like physical shape editors and music / sound generators. Some were new to me as well. I previously had no idea how easy to use sfxr is. Studying and repeating the code exercises is time well spent. The reader also gets a fairly good idea of the magic that drives a game. There seems to be some some misunderstanding regarding the compatibility of the code with the latest versions of libGDX. The book was developed using the version 0.9.7. Naturally, the library has evolved a bit since then due to the active development cycle and community-driven behaviour. This is not an issue at all, however. As of now, you can get the game running on the latest version by fixing just a couple of self-explanatory compile-time issues. Taking a small look at the current API documentation makes it even easier.The book misses a proper ending though. It ends rather abruptly right after the last technical chapter. There is no real overview or closing words. Instead the author wishes us good fortune within the summary of the final chapter. The lack of a proper summary is, of course, not necessary as the book still covers all the material, but it was unusual in any case.On the publisher side I have to criticize the formatting of the book. The text is unjustified for no apparent reason and the figures, diagrams etc. are unlabeled which makes searches difficult. These problems are solvable with a minimal effort.I hope this is useful to someone!
Amazon Verified review Amazon
James Seibel Oct 22, 2013
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I'm a professional software engineer, and I was interested in game development using libgdx. Online libgdx tutorials are scattered around various websites, and didn't fully explain how to create games end-to-end. This book obviously took a lot of effort. It is methodically and logically organized to help you understand how to create animated games, and includes several data structures and techniques to help you. Very well written, I've already recommended the book to several other people.
Amazon Verified review Amazon
Warzecha Maxence Jan 03, 2014
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Really good quality and a lot to learn for beginners. End to end game development with advanced "tips" at the end.
Amazon Verified review Amazon
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Premium: Delivery to most Asian addresses within 5-9 business days

Disclaimer:
All orders received before 5 PM U.K time would start printing from the next business day. So the estimated delivery times start from the next day as well. Orders received after 5 PM U.K time (in our internal systems) on a business day or anytime on the weekend will begin printing the second to next business day. For example, an order placed at 11 AM today will begin printing tomorrow, whereas an order placed at 9 PM tonight will begin printing the day after tomorrow.


Unfortunately, due to several restrictions, we are unable to ship to the following countries:

  1. Afghanistan
  2. American Samoa
  3. Belarus
  4. Brunei Darussalam
  5. Central African Republic
  6. The Democratic Republic of Congo
  7. Eritrea
  8. Guinea-bissau
  9. Iran
  10. Lebanon
  11. Libiya Arab Jamahriya
  12. Somalia
  13. Sudan
  14. Russian Federation
  15. Syrian Arab Republic
  16. Ukraine
  17. Venezuela