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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

Skin customization


Your current progress on the Scene2D topic allows you to develop a simple UI application without investing a huge effort. However, if you intend to program a more complex game with lots of UI shared assets, you will easily get yourself into a mess.

Skins are the wonderful solution to pack all your UI data into one simple JSON file adding to the aforementioned advantages of using an atlas.

As tends to happen with the data-driven approach, it requires an initial effort that turns into awesome commodities and facilities for the future.

Getting ready

The code for this recipe can be found in the SkinCustomizationSample class within the samples-core project. Please do not forget to visit it in order to run and play with the live example.

How to do it…

Skins can be created in two different ways, but both should make use of a TextureAtlas resource. The first one consists of loading a JSON file with the whole bulk of UI data. To help you to understand the process, an abstract syntax...

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