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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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Toc

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

Introducing Pete


So far we have created a level using Tiled, and we have implemented tile maps in LibGDX so that we can see that level. The next step is to introduce our characters into this world and have them interact with the surroundings.

The preceding image shows Pete, our lovely squirrel! He has four different poses, two for walking and one each for jumping up and down.

Adding our character

Before we add our textures to Pete, let's go through the process of creating our character in code and have them interact with the world, then we can implement the animations.

Let's create class for Pete, I have called it Pete and in that class we are going create the core components for controlling Pete, and also add a basic collision rectangle. This class is also going to be very similar to the Flappee class from the previous chapters.

Here is how the Pete class should look:

public class Pete {
  private static final float MAX_X_SPEED = 2;
  private static final float MAX_Y_SPEED = 2;
  public static...
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