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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

Summary

In this chapter, you learned how to set a custom Android and iOS app icon for our game. You also learned how to use the texture atlases and why these are useful, and how to load, track, and organize the assets.

We combined our new Assets class with the existing game code and verified that we can now use textured objects while the remaining functionalities still work. We covered a brief introduction about handling level data. We also defined our editing tool to be any drawing program and declared certain color values for pixels to represent a specific game object in the game world.

In the next chapter, we will discuss how to create a scene in order to visualize the actual game world. This includes writing a level loader that reads, interprets, and acts on the image data according to the rules we have just defined.

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