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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

Exploring Scene2D UI, TableLayout, and skins

LibGDX comes with a great feature set to easily create scene graphs. A scene graph is a hierarchically organized structure of objects similar to files and folders on a hard disk. In LibGDX, such objects are called actors. Actors can be nested to create logical groups. Grouping actors is a very useful feature, as modifications applied to a parent actor will also affect its child actors. Furthermore, each actor has its own local coordinate system, which makes it very easy to define relative offsets inside a group of actors, including position, angle of rotation, and scale.

Scene2D supports hit detection of rotated and scaled actors. LibGDX's flexible event system allows you to handle and route inputs as needed so that the parent actors can intercept inputs before they reach the child actors. Finally, the built-in action system can be used to easily manipulate actors over a period of time, creating complex effects that can execute in sequence...

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