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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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Toc

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

Summary


Well, there we go. What a nice little chapter we had there!

We extended our level and scrolled the camera across the landscape. We successfully bounded the camera to the level so that we don't show any behind-the-scenes action to our players.

We then took our initial dive to play sounds with LibGDX that allowed us to have background music along with some awesome sound effects. This will really liven up your own games.

As with the previous game, there are some things that we didn't add to the game but we added to others, for example, a score. Here is a great opportunity for you to take what you have learned and apply it in Pete the Platformer!

In the next chapter, we will start a new game. This game is based on a well-known game about a bunch of pigs and very upset angry birds! We will look at how to apply some of the physics tools that LibGDX has. These will allow us to create a simple, but fun game!

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