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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

Sensors and collision filtering


Modern games include fixtures that do not react physically to collisions with other fixtures but still have an important mission, just like radars that detect intruders within an area.

Usually, allies do not crash between themselves and others like ghosts will collide only with fire.

All such gameplay variables are easily implemented with Box2D, so you will not have to fill your collision handlers with many lines of code. In addition, filtering collisions will allow you to decrease the CPU load.

In this recipe, you will learn how to use sensors and manage the different ways of filtering your collisions depending on the complexity of the game.

Getting ready

If you have already taken a look at the Box2DCollisionFiltering.java file, you will have noticed the two quiet dinosaurs that get really angry whenever any of the friendly cavemen get closer to them. The characters that belong to the same faction will not collide.

How to do it…

The code of this example comes with...

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