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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

Introducing the Scene2D API


Before getting your hands dirty, it becomes absolutely necessary to clear up some key concepts:

  • Actor: This represents a node within the scene graph and its default properties are position, size, origin, scale, rotation, Z-index, and color. In the context of this chapter, a node can contain a widget or a group of them taking into account that it will work in its local coordinate system, which means that transformations are performed relative to its current coordinate frame's origin and axes. Apart from that, it knows how to draw itself.

    Note

    Z-index refers to the level of depth when rendering. In the next image, you can see that the square with the higher z-index overlaps the other two.

    Scene2D actors can serve as any type of game element. However, they are often used for UI purposes (buttons, labels, checkboxes, and so on).

  • Action: This consists of a progressive or immediate transformation to perform over an actor, for example, rotating a button or coloring an image...

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