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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

Managing multiple screens

We will now make some minor changes to our current class diagram to reflect the support for multiple screens that we want to add to our game.

Note

You might want to take a peek at the previous class diagram of Canyon Bunny for a quick refresher. See Chapter 3, Configuring the Game, for the diagram.

Take a look at the following updated class diagram:

Managing multiple screens

What has been changed here is that CanyonBunnyMain no longer implements the ApplicationListener interface that is used by LibGDX to control the flow of the application. Instead, CanyonBunnyMain now extends LibGDX's Game class, which in turn implements the ApplicationListener interface. The Game class provides a setScreen() method. Calling this method allows us to change the current screen to another one.

Every screen that we want to have in our game is encapsulated in a separate class and ends with *Screen. This is just a naming convention in this project and you are free to do it differently, of course. There are...

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