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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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Toc

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

Summary


In this chapter, you learned how to implement your game objects. You also learned how to create compound game objects using several textures. Additionally, the implementation of the level loader was discussed. Afterwards, we assembled the game world using the level loader, which in turn will create all our game objects from now on. You learned how to use bitmap fonts and used LibGDX's built-in font for the game's GUI text. In addition, GUI elements were added to display the game's status, such as the player's current score and extra lives. Remember, we are still using our camera helper class that allows us to easily move around inside our scene. You can also still zoom in and out.

The next chapter will continue to implement the rest of the basic game elements, such as the player character, items, player movement, basic collision detection, and so on.

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