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Learning LibGDX Game Development- Second Edition

You're reading from   Learning LibGDX Game Development- Second Edition Wield the power of the LibGDX framework to create a cross-platform game

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Product type Paperback
Published in Jan 2015
Publisher Packt
ISBN-13 9781783554775
Length 478 pages
Edition 1st Edition
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Tools
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Authors (2):
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Suryakumar B Nair Suryakumar B Nair
Author Profile Icon Suryakumar B Nair
Suryakumar B Nair
Andreas Oehlke Andreas Oehlke
Author Profile Icon Andreas Oehlke
Andreas Oehlke
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Toc

Table of Contents (16) Chapters Close

Preface 1. Introduction to LibGDX and Project Setup FREE CHAPTER 2. Cross-platform Development – Build Once, Deploy Anywhere 3. Configuring the Game 4. Gathering Resources 5. Making a Scene 6. Adding the Actors 7. Menus and Options 8. Special Effects 9. Screen Transitions 10. Managing the Music and Sound Effects 11. Advanced Programming Techniques 12. Animations 13. Basic 3D Programming 14. Bullet Physics Index

The demo application – time for code

In this section, we will take a closer look at the actual code of the demo project. Thereafter, we will do some simple modifications to the code and also use the debugger.

Inspecting an example code of the demo application

Let's take a first look at the generated code of MyDemo.java from the demo project.

The following code snippet shows the class definition:

public class MyDemo implements ApplicationListener {
  // ...
}

As you can see, the MyDemo class implements the ApplicationListener interface. The MyDemo class from Gradle project (demo-core) produces a quite different code as follows:

public class MyDemo extends ApplicationAdapter {
   //...
}

Here, the ApplicationAdapter is an abstract class that implements the ApplicationListener interface. Before we move on to the implementation details of the interface, we will spend some time on the remaining part of this class.

You will find a definition of the four member variables, each with a class...

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