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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

Using a class diagram for Canyon Bunny


We will now take a closer look at the architecture of Canyon Bunny. A so-called class diagram is used to help us visualize and explain the architecture in a standardized and structured form. The class diagram is illustrated as follows:

In this class diagram, you will find a lot of classes that will be used in this game. It also shows important information about the kind of classes and how they are interconnected. Firstly, before we continue, don't be scared of all these boxes, lines, and arrows pointing in every direction. If you are not familiar with reading class diagrams or UML in general, take a look at the following section for a quick explanation of what you should know to be able to read it. Otherwise, simply skip to the next paragraph to continue.

Each class is represented in a rectangle. If it is a special kind of class (a stereotype in UML), it is indicated in double angle quotation marks above its name, such as "abstract" for an abstract class...

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