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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

Managing groups of assets for bigger games


I am pretty sure that you will find yourself an authentic master of the Libgdx AssetManager class after going over this chapter as you are now able to load and unload whatever you want, whenever you want, but wait! It means that you will have to manage all the resources that will appear in your game one by one. Definitely, masters don't like to work on repetitive tasks that can easily lead to errors.

Undoubtedly, the answer is to group assets. This is why we will tweak the default Libgdx AssetManager class a little bit in this recipe. Group organization might vary depending on the scope and type of game, so it is up to you to decide whether you will group per level, characters, menus, and so on, and what will you stream on the spot.

You can still put the icing on top of the cake by adopting a data-driven approach. It consists of describing your asset groups in an XML or JSON file in such a way as to modify your code the least possible when adding...

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