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Libgdx Cross-platform Game Development Cookbook

You're reading from   Libgdx Cross-platform Game Development Cookbook Harness LibGDX to create cross-platform 2D games with more than 75 practical recipes covering everything from AI to building LibGDX Bitmap fonts

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Product type Paperback
Published in Oct 2014
Publisher
ISBN-13 9781783287291
Length 516 pages
Edition 1st Edition
Tools
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Toc

Table of Contents (15) Chapters Close

Preface 1. Diving into Libgdx FREE CHAPTER 2. Working with 2D Graphics 3. Advanced 2D Graphics 4. Detecting User Input 5. Audio and File I/O 6. Font Rendering 7. Asset Management 8. User Interfaces with Scene2D 9. The 2D Maps API 10. Rigid Body Physics with Box2D 11. Third-party Libraries and Extras 12. Performance and Optimizations 13. Giving Back Index

The first approach to file handling in Libgdx


As our first contact with the Libgdx filesystem, we will learn about the types of files available to us. We will also show you how to read from and write to both binary and text files. Moreover, this recipe will show you how to extract information from entries such as whether it is a file or a directory as well as its size, name, and extension. Finally, you will also discover how to traverse a directory tree hierarchy.

This will settle the grounds for you to include features such as save game states and configuration files in your projects.

Getting ready

Once again, make sure the sample projects are in your Eclipse workspace before continuing.

How to do it…

Jumping straight into the topic at hand, everything explained throughout this recipe is illustrated in the FileHandlingSample class within the samples/core project.

In order for us to work with a file in Libgdx, we need a FileHandle instance that points to said file or folder. This class takes care...

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