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Libgdx Cross-platform Game Development Cookbook

You're reading from   Libgdx Cross-platform Game Development Cookbook Harness LibGDX to create cross-platform 2D games with more than 75 practical recipes covering everything from AI to building LibGDX Bitmap fonts

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Product type Paperback
Published in Oct 2014
Publisher
ISBN-13 9781783287291
Length 516 pages
Edition 1st Edition
Tools
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Toc

Table of Contents (15) Chapters Close

Preface 1. Diving into Libgdx FREE CHAPTER 2. Working with 2D Graphics 3. Advanced 2D Graphics 4. Detecting User Input 5. Audio and File I/O 6. Font Rendering 7. Asset Management 8. User Interfaces with Scene2D 9. The 2D Maps API 10. Rigid Body Physics with Box2D 11. Third-party Libraries and Extras 12. Performance and Optimizations 13. Giving Back Index

Creating new widgets


It has been a long journey since you learned the basics of Scene2D, so you are now prepared for the fun part consisting of extending the library and generating your own content for personal projects or even for the community itself. With proper usage of the Skin class, you can perform a complete overhaul of your UI just by changing image assets. As you will know, software reuse becomes a booster in development companies so that you will not have to reinvent the wheel.

In this direction, you can easily create new widgets composed of simpler ones. Usually, the easiest way of approaching this is by extending a Table class and organizing inner widgets within it, but do not discard extending from WidgetGroup and using composition as a reliable alternative.

The possibilities for creating a new complex UI component are endless, but this recipe will cover a very simple and flexible level selector. The goal is being able to have a widget with a custom background, a level title...

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