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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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Toc

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

Organizing the assets

We will now create our own Assets class to organize and structure our assets. First, add a new constant to the Constants class that points to the description file of the texture atlas:

public class Constants {
    // Visible game world is 5 meters wide
    public static final float VIEWPORT_WIDTH = 5.0f;

    // Visible game world is 5 meters tall
    public static final float VIEWPORT_HEIGHT = 5.0f;
    // Location of description file for texture atlas
    public static final String TEXTURE_ATLAS_OBJECTS = "images/canyonbunny.pack";
}

Next, create a new file for the Assets class and add the following code:

package com.packtpub.libgdx.canyonbunny.game;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.assets.AssetDescriptor;
import com.badlogic.gdx.assets.AssetErrorListener;
import com.badlogic.gdx.assets.AssetManager;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.utils.Disposable;
import com.packtpub.libgdx.canyonbunny.util...
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