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LibGDX Game Development By Example

You're reading from   LibGDX Game Development By Example Learn how to create your very own game using the libGDX cross-platform framework

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Product type Paperback
Published in Aug 2015
Publisher
ISBN-13 9781785281440
Length 280 pages
Edition 1st Edition
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Author (1):
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James Cook James Cook
Author Profile Icon James Cook
James Cook
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Table of Contents (13) Chapters Close

Preface 1. Getting to Know LibGDX FREE CHAPTER 2. Let's Get These Snakes Out of This Book! 3. Making That Snake Slick 4. What the Flap Is the Hype About? 5. Making Your Bird More Flightworthy 6. Onto the Next Platform...Game 7. Extending the Platform 8. Why Are All the Birds Angry? 9. Even Angrier Birds! 10. Exporting Our Games to the Platforms 11. Third-party Services Index

Introducing Sammy the snake

Before we start making the Snake game, we need to set up our textures for the snake and the game play area. So, let's remove the default code from our GameScreen class, leaving just our SpriteBatch batch's clear screen calls:

public class GameScreen extends ScreenAdapter {

    private SpriteBatch batch;

    @Override
    public void show() {
        batch = new SpriteBatch();
    }

    @Override
    public void render(float delta) {
        Gdx.gl.glClearColor(1, 0, 0, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
    }
}

Next, let's change the color that fills the screen from red to black. We can do this by updating the glClearColor method call to reference the r, g, b, a values of the black Color class:

Gdx.gl.glClearColor(Color.BLACK.r, Color.BLACK.g, Color.BLACK.b, Color.BLACK.a);

If you run the project now, you will find that we are back to our black screen; however, this time, the screen is being cleared every render call. If you don...

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