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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

Managing multiple listeners at once


So far, we have studied the two basic mechanisms that Libgdx provides when it comes to handling user input. An event-based approach can be quite useful to respond to certain actions. However, only one InputListener can capture events at a given time.

Often, you will find yourself with two separate subsystems that are interested in different events. Maybe the player input controller, UI system, and game screen all want to be informed whenever the user does something. How will you tackle this limitation then?

You will be pleased to know that Libgdx also comes with a way to achieve this with minimal hassle. Throughout this recipe, we will cover input multiplexing and will have two classes listening to events at once.

Getting ready

For this recipe, it is recommended that you have the sample projects available from the Eclipse workspace.

How to do it…

Take a look at the InputMultiplexerSample class, which looks very similar to the sample from the previous recipe...

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