LibGDX Game Development Essentials

Make the most of game development features powered by LibGDX and create a side-scrolling action game, Thrust Copter

LibGDX Game Development Essentials

Juwal Bose

Make the most of game development features powered by LibGDX and create a side-scrolling action game, Thrust Copter
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Book Details

ISBN 139781784399290
Paperback216 pages

Book Description

This book focuses on teaching LibGDX and its incredible features with a balanced mix of theory and practice. As you proceed through the book, you will create a 2D game in parallel and work on active coding as well. The source code of the game and all the experiments that are done in the book are also provided to get you started quickly and easily.

The game you will develop is a simple one, aimed at helping beginners learn the basics from start to finish. You will develop the complete game and as a next step you will integrate the Box2D physics engine by replacing the existing code. The book teaches you how to create GUI elements using Scene2D and helps you with everything that is involved, from the creation to the publishing of a game. In later chapters, you will learn about 3D in LibGDX and 3D physics using Bullet. The final chapter details the process involved in publishing the game to Google Play, Apple App Store, PC, and the Web.The book covers all the relevant topics of LibGDX game development but makes sure that even a beginner can easily follow the development with the help of sample code and illustrations.

Table of Contents

Chapter 1: Wiring Up
Getting started
Setting up the Android development environment
The LibGDX Gradle combo
Exploring the project
Summary
Chapter 2: Let There Be Graphics!
The ThrustCopter game
Displaying the graphics
Summary
Chapter 3: Thou Shall Not Pass!
Piloting our plane
Summary
Chapter 4: Bring in the Extras!
Refactoring time
Time for pickups
Displaying text
Special effects with particles
Summary
Chapter 5: Scene 2 – the Menu
Introducing Scene2D
Handling the Android back button
Summary
Chapter 6: Physics with Box2D
The incredible world of Box2D
LibGDX with Box2D
Fixing the time step
Box2D rigid bodies
Box2D version of Thrust Copter
Handling collisions
Summary
Chapter 7: The Amazing World of 3D
Introducing the third dimension
Converting 3D files to G3DB
Playing with primitives
Interacting with 3D objects
Using bullet physics
Summary
Chapter 8: Saving Our Data
Persisting game preferences
Implementing a local leaderboard
Tile-based level design
Summary
Chapter 9: Finishing Our Android Game
Using Google's offerings
Leaderboards and achievements using Google Play services
Famous third-party alternatives
Creating icons
Summary
Chapter 10: Time to Publish
Publishing the Android version
Publishing the desktop version
Publishing the Web version
Publishing the iOS version
Some useful resources and links
Summary

What You Will Learn

  • Wire up Eclipse with ADT, Gradle, and other relevant plugins
  • Set up, upgrade, and maintain a Gradle-based LibGDX project
  • Develop a complete Flappy Bird-like game, Thrust Copter, while learning about all of the relevant packages in LibGDX
  • Create the menu and UI of the game using Scene2D
  • Use the Particle Editor and add smoke and explosion effects to the game
  • Convert the game to use Box2D physics in place of custom code
  • Play with simple 3D scene experiments with integrated bullet physics
  • Publish the game to Google Play, the App Store, and the Web

Authors

Table of Contents

Chapter 1: Wiring Up
Getting started
Setting up the Android development environment
The LibGDX Gradle combo
Exploring the project
Summary
Chapter 2: Let There Be Graphics!
The ThrustCopter game
Displaying the graphics
Summary
Chapter 3: Thou Shall Not Pass!
Piloting our plane
Summary
Chapter 4: Bring in the Extras!
Refactoring time
Time for pickups
Displaying text
Special effects with particles
Summary
Chapter 5: Scene 2 – the Menu
Introducing Scene2D
Handling the Android back button
Summary
Chapter 6: Physics with Box2D
The incredible world of Box2D
LibGDX with Box2D
Fixing the time step
Box2D rigid bodies
Box2D version of Thrust Copter
Handling collisions
Summary
Chapter 7: The Amazing World of 3D
Introducing the third dimension
Converting 3D files to G3DB
Playing with primitives
Interacting with 3D objects
Using bullet physics
Summary
Chapter 8: Saving Our Data
Persisting game preferences
Implementing a local leaderboard
Tile-based level design
Summary
Chapter 9: Finishing Our Android Game
Using Google's offerings
Leaderboards and achievements using Google Play services
Famous third-party alternatives
Creating icons
Summary
Chapter 10: Time to Publish
Publishing the Android version
Publishing the desktop version
Publishing the Web version
Publishing the iOS version
Some useful resources and links
Summary

Book Details

ISBN 139781784399290
Paperback216 pages
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