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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

Building the scene for the menu screen

We will now begin with the actual implementation of the scene for the menu screen. First, take a look at the following diagram that shows the hierarchy of the UI scene graph that we are going to build step-by-step:

Building the scene for the menu screen

The scene graph starts with an empty Stage. Then, the first child actor added to the stage is a Stack widget. The Stack widget allows you to add actors that can overlay other actors. We will make use of this ability to create several layers. Each layer uses a Table widget as its parent actor. Using stacked tables enables us to lay out actors in an easy and logical way.

In the first step, we will add the basic structure of our stacked layers and some skeleton methods, which we are going to fill in the subsequent steps.

Add the following import lines to MenuScreen:

import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.Actor...
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