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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

Creating a basic menu screen using tables


Until now, this chapter's recipes have been oriented to cover an enormous cut in the Scene2D API. From now on, you will find real cases to put the already explained concepts into practice with a few additional extras.

Almost every game has a main menu screen to allow the player to flow across the application. As it works as a facade, it must be neat so as not to give a bad first impression.

A very simple menu example will be explained in this recipe, but it can really serve you as a quick template to customize your own menu in a few minutes. To maintain chapter cohesion, it will make use of actions and some selected widgets.

Getting ready

This recipe is not an exception, so please import the sample projects into your Eclipse workspace. The source code for this recipe lives in the MainMenuSample.java file. It is a good idea to tweak that code at the same time that you learn the upcoming new concepts.

How to do it…

The content of this sample is now described...

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