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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

Component-based entity systems with Ashley

Making games is an art and as such, it has a high degree of creative freedom, which means that there is no one single way to reach your goal.

On one hand, traditional hierarchy-based games development is quite intuitive as you can see in the next diagram:

Component-based entity systems with Ashley

However, as the game grows, the class hierarchies become more annoying and hardly reusable.

On the other hand, a viable alternative to destroy that pyramid from hell is component-based development. In this way, we would have, for instance, our T-Rex class working as a container for a series of behaviors called components. The advantage of this is that those components are highly reusable for the rest of the entities in that game or any other one.

Ashley is a tiny high-performance entity framework integrated into the Libgdx family with a clear and easy-to-use API. You can learn more about it by visiting https://github.com/libgdx/ashley.

Understanding this new approach will take some time and you will...

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