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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

Texture rendering with SpriteBatch

A texture is a bitmap image that gets applied to a surface through mapping. Rendering textures on the screen will be our first step in getting to know the Libgdx 2D graphics API. Once you learn a few simple operations with textures, you will be able to build relatively complex scenes for your games.

To illustrate the procedure, we are going to make use of a friendly caveman, who we will show at different positions, sizes, and orientations.

Getting ready

You need the samples projects to follow this recipe, so make sure you already have them in your Eclipse workspace. You will find the caveman texture in data/caveman.png, inside the data folder in the Android project.

How to do it…

The code for this recipe is hosted in the SpriteBatchSample class, which has the classic methods of an ApplicationListener interface implementation. Note that only the most relevant pieces of code are shown in this recipe as snippets; you can, however, study the full source...

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