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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

Reacting to collisions


Box2D takes collision response to an awesome level of realism where bodies act exactly as expected in most cases. However, there are a lot of situations within a game that demand custom collision dealing, such as receiving damage, controlling a ball, or simply pushing enemies.

After reading this recipe, you will easily be able to manage those special circumstances that will surely appear in your game.

Getting ready

The sample code will implement a balloon-breaker mini-game where a shuriken will follow your cursor looking for fragile balloons to destroy before they leave the scene dimensions.

You can find the code within the Box2DCollisionReactionSample.java file. Remember to import sample projects.

How to do it…


In the next lines, you will find the content of the Box2DCollisionReactionSample.java file broken down into nine steps:

  1. Initialize Viewport, SpriteBatch, World, Box2DDebugRenderer, and a groundBody for our scene. Feel free to go back to the first recipe of this chapter...

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