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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 custom asset loaders


Other than the already mentioned default loaders for the built-in asset types in Libgdx, you can implement your own loaders for other asset types you need to manage. When beginning work on this recipe, it is a good exercise to think about what types of custom assets you might need to define.

Some games require their actors to interact with each other and the environment. They are perfect candidates to make use of physics properties and bodies.

2D/3D animations are also a good example. It is necessary to store frames, duration, and so on.

The possibilities are endless. The preceding information about physics and animation can be stored in files in such a way as to load it at runtime.

Creating custom assets might seem complex, but contrary to first impressions, it will make your code more readable as well as save you a lot of time.

In this recipe, we will focus on a 2D animation sprite loader because it will only make use of concepts that were mentioned in previous...

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