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LibGDX Game Development By Example

You're reading from   LibGDX Game Development By Example Learn how to create your very own game using the libGDX cross-platform framework

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Product type Paperback
Published in Aug 2015
Publisher
ISBN-13 9781785281440
Length 280 pages
Edition 1st Edition
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Author (1):
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James Cook James Cook
Author Profile Icon James Cook
James Cook
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Table of Contents (13) Chapters Close

Preface 1. Getting to Know LibGDX FREE CHAPTER 2. Let's Get These Snakes Out of This Book! 3. Making That Snake Slick 4. What the Flap Is the Hype About? 5. Making Your Bird More Flightworthy 6. Onto the Next Platform...Game 7. Extending the Platform 8. Why Are All the Birds Angry? 9. Even Angrier Birds! 10. Exporting Our Games to the Platforms 11. Third-party Services Index

The project setup

Ok, new game, new project. We will start with a blank canvas; so go through and create a project like we did in the previous example.

Using the LibGDX Project Generator, call the game FlappeeBee and give it a game class name of FlappeeBeeGame.

The package can be anything you like, and then set the destination to wherever you wish to keep your code. Finally, uncheck every checkbox except Desktop.

Once this is done, click on Generate and then import the project into your choice of IDE.

Setting up the GameScreen class

With this being a fresh project, hot off the generator. It will have the default Hello World! game inside. Just bear this in mind for the moment.

Next, we create our own GameScreen class. Remember, when you create this, we just need it to extend ScreenAdaptor:

public class GameScreen extends ScreenAdapter {
}

The preceding code is what you should have in your GameScreen class for now. So, next we need to populate it with a few things that you might recognize from the...

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