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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

Nutty Birds


Right, now is the time to introduce the game we are going to make ourselves. We shall call it Nutty Birds. We will follow the same gameplay as Angry Birds. Except, instead of flinging the birds at pigs, we will bring back our friend Pete the Squirrel and he will be lobbing his acorns at the birds—pesky birds living in his tree, probably stealing his acorns.

Here is a mock up of how the game will, hopefully, end up looking.

Pete will fling his acorn toward a simple fort. Perhaps this is level 1, where one of the naughty birds is hiding. As with Angry Birds, if the bird is hit with enough force, the pigs will disappear and the player will win the level.

Let's get tiling!

First things first, let's get the level screen set up. To do this, we are going to use that awesome tiling tool called Tiled again. However, this time we are going to do two, yes two! things with it.

I am going to assume that you are up to speed with how Tiled works so I am not going to go into too much detail on the...

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