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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

Querying the world


Game worlds can be a fully interactive environment where realism usually plays an important role and actions occur coherently to the player's eye. To achieve these sensations, you will need to query the physics world. A good example is Line of Sight (LOS) tests for artificial intelligence or even a 3D sound system, which should attenuate the sound received from the vicinity if there is any wall between the audio source and the listener. This check is easy to carry out by casting a ray between the two world points.

Another way of receiving direct feedback from the physics world is area queries, which can help you to detect dynamic obstacles and jump to avoid them. Even less common cases are where lots of people are upon a wooden bridge, so you can calculate their total weight and make them fall if it reaches a certain threshold.

Useful, right?

Getting ready

The code for this example resides in the Box2DQuerySample.java source file and covers both of the earlier mentioned ways...

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