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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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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

Summary

In this chapter, you learned how to implement the player's character, platforms, and collectible items in conjunction with a basic yet functional physics simulation and collision detection code. Nonetheless, it should be mentioned that the physics simulation as well as the collision detection code both have their limitations. However, as long as our original requirements of the game do not change, we will be just fine.

Furthermore, we completed the level loader and discussed how jumps for our player's character work. Two conditions to lose extra lives and reaching game over were added. The camera's position has been constrained in a way that it will never follow the player's character below the height of the water. Finally, we added a GAME OVER text message so that the player receives a visual feedback that all lives have been used up. The feather power-up also gives visual feedback when collected and active by displaying a feather icon with a nice little countdown...

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