LibGDX game development by example learn how to create your very own game using the LibGDX cross-platform framework

Learn how to create your very own game using the libGDX cross-platform framework About This Book 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 cro...

Descripción completa

Detalles Bibliográficos
Otros Autores: Cook, James, 1983- author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham, England ; Mumbai, India : Packt Publishing 2015.
Edición:1st edition
Colección:Community experience distilled.
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629722306719
Tabla de Contenidos:
  • ""Cover""; ""Copyright""; ""Credits""; ""About the Author""; ""About the Reviewers""; ""www.PacktPub.com""; ""Table of Contents""; ""Preface""; ""Chapter 1: Getting to Know LibGDX""; ""Introducing LibGDX""; ""Setting up LibGDX""; ""Creating a project""; ""What is Gradle?""; ""Importing a project""; ""Summary""; ""Chapter 2: Let's Get These Snakes Out of This Book!""; ""Why Snake?""; ""Game update cycle""; ""Texture rendering""; ""The batch class""; ""The texture class""; ""The dispose() method""; ""Introducing Sammy the snake""; ""Giving the snake a face""; ""Moving Sammy the snake""
  • ""Controlling Sammy with event polling""""Adding the apple""; ""Increasing the length of the snake""; ""Summary""; ""Chapter 3: Making That Snake Slick""; ""Introducing the ShapeRenderer class""; ""Adding the ShapeRenderer class""; ""Drawing with the ShapeRenderer class""; ""Final thoughts on the ShapeRenderer class""; ""More on collisions""; ""Stopping the doubleback""; ""Colliding with the body""; ""The state of the game""; ""Adding a state""; ""Player feedback""; ""Restart your engines!""; ""High scores""; ""Handling different screen sizes""; ""Introducing the Viewport""
  • ""Using the Viewport""""Summary""; ""Chapter 4: What the Flap Is the Hype About?""; ""Why Flappy Bird?""; ""The project setup""; ""Setting up the GameScreen class""; ""Creating Flappee Bee""; ""Flappee Bee""; ""Flapping Flappee""; ""Flower power obstacles""; ""Collisions""; ""Scoring""; ""Adding textures and animations""; ""GUI creation with Scene2D""; ""The Stage class""; ""The Actor class""; ""The Start screen and disposal""; ""The dispose() method""; ""Summary""; ""Chapter 5: Making Your Bird More Flightworthy""; ""Let's load up them assets!""; ""Implementing the AssetManager parameter""
  • ""Loading the loading screen!""""Packing textures""; ""Measuring the impact""; ""The GDX-tools TexturePacker""; ""Using the texture atlas""; ""I need a Hiero!""; ""What is Hiero?""; ""Summary""; ""Chapter 6: Onto the Next Platform...Game""; ""Why and what is a platformer?""; ""Introducing Pete the platformer""; ""Game reuse""; ""Tile maps - mapping all over the world!""; ""Introducing Tiled""; ""Creating a new map""; ""The LibGDX Tile Map API""; ""Introducing Pete""; ""Adding our character""; ""Making Pete jump!""; ""Adding our artwork""; ""Collision detection""; ""Adding a collectable""
  • ""Summary""""Chapter 7: Extending the Platform""; ""Increasing the level""; ""Resizing the Map""; ""Allowing Pete to leave the screen""; ""The camera sees it all""; ""Let's make some noise""; ""Sound effects""; ""Music""; ""If Pete jumps in the game, does anyone hear him?""; ""Summary""; ""Chapter 8: Why Are All the Birds Angry?""; ""The what, why, and how of Angry Birds""; ""Why?""; ""How?""; ""Setting up LibGDX with Box2D""; ""Code reuse""; ""Box2D with LibGDX""; ""Box2D concepts""; ""Creating a world!""; ""Nutty Birds""; ""Let's get tiling!""; ""The groundwork""; ""Adding objects""
  • ""Importing the tile map""