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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

Completing the level loader

Now that we have implemented all the game objects of Canyon Bunny, we can complete the level loader.

First, add the following import lines to Level:

import com.packtpub.libgdx.canyonbunny.game.objects.BunnyHead;
import com.packtpub.libgdx.canyonbunny.game.objects.Feather;
import com.packtpub.libgdx.canyonbunny.game.objects.GoldCoin;

Additionally, add these three member variables to the same class:

public BunnyHead bunnyHead;
public Array<GoldCoin> goldcoins;
public Array<Feather> feathers;

After this, modify the init() and render() methods:

private void init (String filename) {
  // player character
  bunnyHead = null;
  // objects
  rocks = new Array<Rock>();
  goldcoins = new Array<GoldCoin>();
  feathers = new Array<Feather>();
  // load image file that represents the level data
  Pixmap pixmap = new Pixmap(Gdx.files.internal(filename));
  // scan pixels from top-left to bottom-right
  int lastPixel = -1;
  for (int pixelY = 0; pixelY...
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