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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

Collision detection


So here we are. We have Pete wandering around on the screen, with the ability to jump, and looking pretty snazzy. We need to take the next step and have him interact with the level we created.

When it comes to collision detection, there is a vast array of different methods, concepts, and techniques that get used when making platformers. However, for what we are trying to achieve here, giving you a taster on using LibGDX to make games, we can take a simplistic approach.

The approach we are going to take is a two-phase detection. Firstly, we find out what cells Pete is currently covering, and then we work out if these cells contain the solid ground tiles. Then, we will resolve the collision by moving Pete out of the cells area.

So, to start with, we need to work out which cells Pete currently covers. We can do this by, firstly, using Pete's position and size, and then converting that to cells. We know that our level is 640x480 units big and our cells are 16x16 and, therefore...

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