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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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Toc

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

Assembling the game world

We will now remove some of the old code that was used to draw test sprites. Additionally, we will add three new constants to define the amount of player lives and the viewport dimension of the GUI camera.

Change the code of the Constants class as follows:

public class Constants {
  // Visible game world is 5 meters wide
  public static final float VIEWPORT_WIDTH = 5.0f;
  // Visible game world is 5 meters tall
  public static final float VIEWPORT_HEIGHT = 5.0f;
  // GUI Width
  public static final float VIEWPORT_GUI_WIDTH = 800.0f;
  // GUI Height
  public static final float VIEWPORT_GUI_HEIGHT = 480.0f;
  // Location of description file for texture atlas
  public static final String TEXTURE_ATLAS_OBJECTS =
     "images/canyonbunny.pack";
  // Location of image file for level 01
  public static final String LEVEL_01 = "levels/level-01.png";
  // Amount of extra lives at level start
  public static final int LIVES_START = 3;
}

Now, remove these...

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