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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

Detecting user input via event polling


Typically, there are a couple of approaches when it comes to detecting user input. The most straightforward approach is event polling, which involves actively querying the state of a specific input peripheral whenever we want to make a decision based on it. This can happen either in every frame or on demand for specific bits of game logic.

Throughout this recipe, we will work with an example where you will learn how to query the keyboard, mouse, accelerometer, and compass of the device. The updated state of these devices will be shown on the screen.

Getting ready

The sample projects are required to follow this recipe; please make sure that you already have them in your Eclipse workspace.

How to do it…

The code for this recipe is found in the InputPollingSample class. We have the classic members to support regular rendering: camera, viewport, and sprite batch. Besides these, we add a BitmapFont object to draw the state of the input devices on the screen...

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