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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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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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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

Using LibGDX's scene graph for the menu UI

We are now going to create the scene of the menu screen. The scene will feature a background image that fills the whole screen. There will be logos in the top-left and bottom-left corner of the screen and two clickable buttons anchored in the bottom-right corner that will trigger either a play or an options action. A gold coin and a huge image of the bunny head are also added to the scene.

The following is a screenshot of how the finished menu screen will look:

Using LibGDX's scene graph for the menu UI

However, before we start to create this scene, we have to do some preparations in advance. First of all, we need to add new images to our project and also make a small change to the automatic texture packing process so that we have a texture atlas for our UI.

Add a new subfolder in CanyonBunny-desktop/assets-raw/ called images-ui and copy all the new images into this directory. After this, make the following change to Main.java:

if (rebuildAtlas) {
   Settings settings = new Settings()...
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