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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

Creating a new test for your fresh feature


Plenty of ideas related to Libgdx would have been raised in your head as you read this book. Now is the time to let your creativity loose and contribute, but first, you must check that your fresh idea really works.

Libgdx comes with its own testing environment that gives you several facilities to get your feature running sooner.

Getting ready

In this recipe, we will suppose that you want to add a new feature to the official Libgdx project, so it needs to be imported into your Eclipse workspace. If you do not know how to do it, please take a look at the Using source control on a Libgdx project with Git recipe of Chapter 1, Diving into Libgdx.

How to do it…

All the tests are gathered from the directory at https://github.com/libgdx/libgdx/tree/master/tests/gdx-tests/src/com/badlogic/gdx/tests.

If you play around with some of them, it will not take too much to realize that the common factor is to extend GdxTest, which is placed within the utils folder. Basically...

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