LibGDX Game Development By Example

Learn how to create your very own game using the libGDX cross-platform framework
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LibGDX Game Development By Example

James Cook

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Learn how to create your very own game using the libGDX cross-platform framework
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Book Details

ISBN 139781785281440
Paperback280 pages

Book Description

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

Chapter 1: Getting to Know LibGDX
Introducing LibGDX
Setting up LibGDX
Creating a project
Importing a project
Summary
Chapter 2: Let's Get These Snakes Out of This Book!
Why Snake?
Game update cycle
Introducing Sammy the snake
Moving Sammy the snake
Adding the apple
Increasing the length of the snake
Summary
Chapter 3: Making That Snake Slick
Introducing the ShapeRenderer class
More on collisions
The state of the game
High scores
Handling different screen sizes
Summary
Chapter 4: What the Flap Is the Hype About?
Why Flappy Bird?
The project setup
Creating Flappee Bee
Collisions
Adding textures and animations
GUI creation with Scene2D
The Start screen and disposal
Summary
Chapter 5: Making Your Bird More Flightworthy
Let's load up them assets!
Packing textures
I need a Hiero!
Summary
Chapter 6: Onto the Next Platform...Game
Why and what is a platformer?
Game reuse
Tile maps – mapping all over the world!
Introducing Pete
Collision detection
Adding a collectable
Summary
Chapter 7: Extending the Platform
Increasing the level
Let's make some noise
Summary
Chapter 8: Why Are All the Birds Angry?
The what, why, and how of Angry Birds
Setting up LibGDX with Box2D
Nutty Birds
Summary
Chapter 9: Even Angrier Birds!
The how, what, and why of object pools
Hey, look at all these acorns!
Summary
Chapter 10: Exporting Our Games to the Platforms
Using all the platforms
Looking closer – Android
Looking closer – iOS
Looking closer – HTML
Summary
Chapter 11: Third-party Services
How to use platform-dependent libraries
Keeping it cross-platform friendly
Summary

What You Will 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

Authors

Table of Contents

Chapter 1: Getting to Know LibGDX
Introducing LibGDX
Setting up LibGDX
Creating a project
Importing a project
Summary
Chapter 2: Let's Get These Snakes Out of This Book!
Why Snake?
Game update cycle
Introducing Sammy the snake
Moving Sammy the snake
Adding the apple
Increasing the length of the snake
Summary
Chapter 3: Making That Snake Slick
Introducing the ShapeRenderer class
More on collisions
The state of the game
High scores
Handling different screen sizes
Summary
Chapter 4: What the Flap Is the Hype About?
Why Flappy Bird?
The project setup
Creating Flappee Bee
Collisions
Adding textures and animations
GUI creation with Scene2D
The Start screen and disposal
Summary
Chapter 5: Making Your Bird More Flightworthy
Let's load up them assets!
Packing textures
I need a Hiero!
Summary
Chapter 6: Onto the Next Platform...Game
Why and what is a platformer?
Game reuse
Tile maps – mapping all over the world!
Introducing Pete
Collision detection
Adding a collectable
Summary
Chapter 7: Extending the Platform
Increasing the level
Let's make some noise
Summary
Chapter 8: Why Are All the Birds Angry?
The what, why, and how of Angry Birds
Setting up LibGDX with Box2D
Nutty Birds
Summary
Chapter 9: Even Angrier Birds!
The how, what, and why of object pools
Hey, look at all these acorns!
Summary
Chapter 10: Exporting Our Games to the Platforms
Using all the platforms
Looking closer – Android
Looking closer – iOS
Looking closer – HTML
Summary
Chapter 11: Third-party Services
How to use platform-dependent libraries
Keeping it cross-platform friendly
Summary

Book Details

ISBN 139781785281440
Paperback280 pages
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