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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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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

Adding the game logic

The next step will be to add the game logic that constitutes the rules of our game world. However, the game logic will need to be able to detect the so-called collisions between two game objects before it can handle all of our events, such as walking over an item to collect it. So, we will implement a very basic collision detection method that tests two overlapping rectangles. If an overlap is detected, it means that there is also a collision between these two tested objects. So, we can bind a certain action to this event in the game logic to handle collisions as required.

Adding collision detection

Here, we add the code to check the collision of the bunny head with each actor game object, the gold coin, feather, and the rock.

First, add the following import lines to WorldController:

import com.badlogic.gdx.math.Rectangle;
import com.packtpub.libgdx.canyonbunny.game.objects.BunnyHead;
import com.packtpub.libgdx.canyonbunny.game.objects.BunnyHead.JUMP_STATE;
import com...
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