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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

Laying foundations


Let's now move on from theory to practice and get down to the actual implementation details. We will begin with implementing the first basic version of CanyonBunnyMain, WorldController, and WorldRenderer. Additionally, we will use a utility class to store constant values in a new class called Constants. It is true that this class does not appear in the class diagram, as it is just there for our convenience to avoid scattering or, even worse, duplicating certain constants all over the source code files. Also, as the stored values in Constants are meant to be used in virtually any other class, it would only clutter up the class diagram by drawing one additional line for each class to Constants.

Note

For simplicity, we will use the Constants class to store our constant values. Alternatively, game constants could be made data-driven via a settings file. This would avoid the need to recompile your code when a constant is changed.

Implementing the Constants class

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