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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

What this book covers

Chapter 1, Getting to Know LibGDX, introduces us to LibGDX and helps us to set up our development environment to get ready to create our first ever LibGDX project.

Chapter 2, Let's Get These Snakes Out of This Book!, covers creating our first game using LibGDX—Snake! This also covers the game cycle and how to handle input through LibGDX.

Chapter 3, Making That Snake Slick, covers creating game states, continuing with our Snake game from the previous chapter. This also covers an introduction to the techniques used to help with development and talks about handling different screen sizes and resolutions.

Chapter 4, What the Flap Is the Hype About?, explains how to create our second game, Flappy Bee, our own interpretation of a famous mobile game. Here, we are introduced to handling animations and using LibGDX's Scene2D to create a GUI menu.

Chapter 5, Making Your Bird More Flightworthy, explores our Flappy Bee game a little further, where we look at handling assets in LibGDX as well as using one of the tools—Heiro—for converting fonts.

Chapter 6, Onto the Next Platform...Game, introduces you to our next game, where we create a simple platform game—Pete the Squirrel! Here, we cover the use of a tile mapping tool—Tiled—and discuss how LibGDX integrates with it.

Chapter 7, Extending the Platform, discusses handling the LibGDX camera to create scrolling levels and introduces playing sounds.

Chapter 8, Why Are All the Birds Angry?, covers our final game in this book. We look at creating our own version of Angry Birds, where we look at how LibGDX and Box2D work together to create an awesome game.

Chapter 9, Even Angrier Birds!, closes our final game by looking at object pooling in LibGDX and showing how it can be used to help with performance and memory management.

Chapter 10, Exporting Our Games to the Platforms, introduces you to how we can use LibGDX to export our awesome games to Android, iOS, and HTML5.

Chapter 11, Third-party Services, covers integrating a platform-specific service into a LibGDX game.

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