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LibGDX Game Development By Example

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

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Product type Paperback
Published in Aug 2015
Publisher
ISBN-13 9781785281440
Length 280 pages
Edition 1st Edition
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Author (1):
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James Cook James Cook
Author Profile Icon James Cook
James Cook
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Table of Contents (13) Chapters Close

Preface 1. Getting to Know LibGDX FREE CHAPTER 2. Let's Get These Snakes Out of This Book! 3. Making That Snake Slick 4. What the Flap Is the Hype About? 5. Making Your Bird More Flightworthy 6. Onto the Next Platform...Game 7. Extending the Platform 8. Why Are All the Birds Angry? 9. Even Angrier Birds! 10. Exporting Our Games to the Platforms 11. Third-party Services Index

Chapter 7. Extending the Platform

In the previous chapter, we looked at how to create a simple platform game, where we used a new tool, Tiled, that allowed us to create a level and used the Tiled Maps API of LibGDX to bring it to life. However, our game was confined to a single screen. As most of you will be aware, to really take our game to the next level, the level itself should usually be bigger than the screen.

In this chapter, we are going to look at how to extend the level and how to move the camera with Pete as he traverses through our new world. Once we have that, we can then move on to the next topic, which is adding sounds. In this, we will introduce you to the use of music and sound effects. We will cover the following topics in this chapter:

  • Increasing the level length
  • Introducing camera scroll
  • Making sounds
  • Playing music
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