Learning LibGDX game development wield the power of the LibGDX framework to create a cross-platform game

This book is aimed at indie and existing game developers as well as those who want to get started with game development using LibGDX. Basic knowledge of Java programming and game development is required.

Detalles Bibliográficos
Otros Autores: Nair, Suryakumar Balakrishnan, author (author), Oehlke, Andreas, author
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham, England : Packt Publishing 2015.
Edición:2nd ed
Colección:Community experience distilled
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629210906719
Tabla de Contenidos:
  • Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction to LibGDX and Project Setup; Diving into LibGDX; Features of LibGDX 1.2.0; Graphics; Audio; Input handling; File I/O and storage; Math and physics; Utilities; Tools; Getting in touch with the community; Prerequisites to install and configure LibGDX; Java Development Kit; Eclipse - Integrated Development Environment; Downloading LibGDX; Installing Android SDK; Running Eclipse and installing plugins; Creating a new application; Using the old setup tool
  • Using the Gradle-based setupgdx-setup versus gdx-setup-ui; Kicking your game to life; Key to success lies in planning; Game project - Canyon Bunny; Description of the game; Summary; Chapter 2: Cross-platform Development - Build Once, Deploy Anywhere; The demo application - how the projects work together; LibGDX backends; Lightweight Java Game Library; Android; WebGL; RoboVM (iOS backend); LibGDX core modules; The application module; Logging; Shutting down gracefully; Persisting data; Querying the Android API level; Querying the platform type; Querying the memory usage; Multithreading
  • The graphics moduleQuerying delta time; Querying display size; Querying the frames per second (FPS) counter; The audio module; Sound playback; Music streaming; The input module; Reading the keyboard/touch/mouse input; Reading the accelerometer; Starting and canceling vibrator; Catching Android's soft keys; The files module; Getting an internal file handle; Getting an external file handle; The network module; HTTP requests; Client/server sockets; Opening a URI in a web browser; LibGDX's application life cycle and interface; Starter classes; Running the demo application on a desktop
  • Running the demo application on AndroidRunning the demo application in a WebGL-capable web browser; Running the demo application on a iOS device; The demo application - time for code; Inspecting an example code of the demo application; The create() method; The render() method; The dispose() method; Having fun with the debugger and code hot swapping; Summary; Chapter 3: Configuring the Game; Setting up the Canyon Bunny project; Using a class diagram for Canyon Bunny; Laying foundations; Implementing the Constants class; Implementing the CanyonBunnyMain class
  • Implementing the WorldController classImplementing the WorldRenderer class; Putting it all together; Building the game loop; Adding the test sprites; Adding the game world's debug controls; Adding the CameraHelper class; Adding the camera debug controls using CameraHelper; Summary; Chapter 4: Gathering Resources; Setting up a custom Android application icon; Setting a custom iOS application icon; Creating the texture atlases; Loading and tracking assets; Organizing the assets; Testing the assets; Handling level data; Summary; Chapter 5: Making a Scene; Creating game objects; The rock object
  • The mountains object