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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

Adding the apple

Next up, we need to get our snake eating something. Let's get our apple implemented.

We will need to get our apple to do the following things:

  • Randomly being placed on the screen, not on the snake!
  • Only place one if there isn't an apple on the screen already
  • Disappear when it collides with the snake's head

Right! Let's add the texture:

    private Texture apple;

Then, let's amend our show() method and add the code to instantiate the apple texture:

    apple = new Texture(Gdx.files.internal("apple.png"));

Let's add a flag to determine if the apple is available:

    private boolean appleAvailable = false;
    private int appleX, appleY;

This will control whether or not we want to place one. In the Snake game, the next apple appears after the current apple is eaten; therefore, we don't need any fancy timing mechanism to deal with it. Hence, the apple is not available at the start as we need to place one first. We also specify the variables...

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