LibGDX Game Development By Example

More Information
Learn
  • Create and configure a libGDX project to get started with making games
  • Get to grips with a simple game loop that will drive your games
  • Manage game assets to reduce code duplication and speed up development
  • Pack game assets together into single assets to increase your game’s performance
  • Display textures on the screen and manipulate them with play input
  • Play various types of sounds that a game can generate
  • Design and modify a game user interface with libGDX’s built-in tools
  • Develop a game that will run across various platforms
About

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.

Features
  • Learn the core features of libGDX to develop your own exciting games
  • Explore game development concepts through example projects
  • Target games for major app stores quickly and easily with libGDX's cross-platform functionality
Page Count 280
Course Length 8 hours 24 minutes
ISBN 9781785281440
Date Of Publication 25 Aug 2015

Authors

James Cook

James Cook is a Java software developer from London, England. He is currently touring Australia. He has developed software ranging from banking and mobile applications to games. He has worked for large gaming companies, such as Electronic Arts, Playfish, and Plumbee.

During the day, he can be found working on rapid application prototyping for new social casino experiences. However, during the night, he collaborates with his longtime working partner, Dan Smallman, for Super Cookie Games to create games such as Super Bomb Noms, OMG Dancer!, and Betamax—Sherbet Plains.

Super Cookie Games started out as a simple endeavor for James and Dan to learn how to make games and deliver them to Android, iOS, and the Web. Choosing LibGDX as the platform was a key component for the success of this duo, with six different games across three app stores culminating in 50,000 downloads—a testament to LibGDX and its brilliant feature set and ability.