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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

Tile maps – mapping all over the world!


When platformers first started appearing, on the early game consoles, they took a tile approach to their levels. Levels were split up into cells, and then each cell would be assigned an ID that would correspond to a tile in perhaps a texture atlas—ooh, we know about them! This had the great benefit of reducing the memory footprint, because you could build an entire level from just a handful of tiles, and that is exactly what we are going to do.

Introducing Tiled

When we build our level out of tiles, we are going to need a tool to help us visualize the level as we go ahead. You could go and do it all by hand, drawing it on paper, noting IDs and cells, and then updating a text file somewhere; however, that will be slow and cumbersome—take it from someone who used to do that!

So what can we use? Well, I have always been fond of a free-to-use tool called Tiled (for more information, visit http://www.mapeditor.org/). It has an amazing feature set, multiple...

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