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Libgdx Cross-platform Game Development Cookbook

You're reading from   Libgdx Cross-platform Game Development Cookbook Harness LibGDX to create cross-platform 2D games with more than 75 practical recipes covering everything from AI to building LibGDX Bitmap fonts

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Product type Paperback
Published in Oct 2014
Publisher
ISBN-13 9781783287291
Length 516 pages
Edition 1st Edition
Tools
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Toc

Table of Contents (15) Chapters Close

Preface 1. Diving into Libgdx FREE CHAPTER 2. Working with 2D Graphics 3. Advanced 2D Graphics 4. Detecting User Input 5. Audio and File I/O 6. Font Rendering 7. Asset Management 8. User Interfaces with Scene2D 9. The 2D Maps API 10. Rigid Body Physics with Box2D 11. Third-party Libraries and Extras 12. Performance and Optimizations 13. Giving Back Index

Building a physics world from level data


Physics for levels can be hardcoded in the source code with terrible consequences for maintenance purposes, but I am sure that you have already heard about the data-driven approach that suggests a solution.

Most level editors include mechanisms to attach physics data to the final level file and one of them, Tiled, is familiar to you from Chapter 8, User Interfaces with Scene2D. It supplies a layers system where you can define geometric shapes and some metadata for their properties.

As all the data is parsed by the map, you can create a generic physics populator for your games so the process of applying them to static bodies becomes almost automatic.

Getting ready

The juice of this recipe is concentrated into two Java source files: Box2DMapPopulatorSample.java and MapBodyManager.java. At the end, you will have a bunch of your game objects with their physics shapes properly attached on your screen.

How to do it…

Fortunately, you are a master in dealing with...

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