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Learning LibGDX Game Development- Second Edition

You're reading from   Learning LibGDX Game Development- Second Edition Wield the power of the LibGDX framework to create a cross-platform game

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Product type Paperback
Published in Jan 2015
Publisher Packt
ISBN-13 9781783554775
Length 478 pages
Edition 1st Edition
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Authors (2):
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Suryakumar B Nair Suryakumar B Nair
Author Profile Icon Suryakumar B Nair
Suryakumar B Nair
Andreas Oehlke Andreas Oehlke
Author Profile Icon Andreas Oehlke
Andreas Oehlke
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Table of Contents (16) Chapters Close

Preface 1. Introduction to LibGDX and Project Setup FREE CHAPTER 2. Cross-platform Development – Build Once, Deploy Anywhere 3. Configuring the Game 4. Gathering Resources 5. Making a Scene 6. Adding the Actors 7. Menus and Options 8. Special Effects 9. Screen Transitions 10. Managing the Music and Sound Effects 11. Advanced Programming Techniques 12. Animations 13. Basic 3D Programming 14. Bullet Physics Index

Handling level data

It's now time to think about how we can handle level data to lay out our levels, put objects into them at certain positions, define a starting position, and so on. This usually implies a lot of work before visible results will appear because creating levels require some kind of a tool to create, modify, save, and load their level data. Furthermore, before we can even load or save levels, we will have to define an appropriate file format to describe the data of a level.

Luckily, there is an easy route as long as we keep our requirements simple enough. We will not have to build our own level editor. Instead, we will use a drawing program such as GNU Image Manipulation Program (GIMP) (http://www.gimp.org/) or Paint.NET (http://www.getpaint.net/) to draw an image, where each pixel's color represents an object that is still to be defined. The position of a pixel in this image will also represent the position in our game world. Job done! We just defined our level...

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