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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

Detecting user input via event listening


Rather than asking the input system about the state of a certain peripheral in every single frame, we can let the input system know that we are interested in certain user-generated events and we can get notified whenever they occur. This is known as event listening, and it is better known in the design patterns world as Observer.

Note

It is important to know the most common design patters and when to apply them. To learn more about this topic, we recommend that you take a look at the book Design Patterns: Elements of Reusable Object-Oriented Software, Erich Gamma, Addison-Wesley Professional, or the freely available Game Programming Patterns, Robert Nystrom, Apress (http://gameprogrammingpatterns.com).

In this recipe, we will tell Libgdx to notify our sample application of the input events and show them all as a list on the screen. Examples of input events are mouse movements, touch dragging, scrolling, touching/clicking, key presses and releases, and...

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