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LibGDX Game Development By Example

You're reading from   LibGDX Game Development By Example Learn how to create your very own game using the libGDX cross-platform framework

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Product type Paperback
Published in Aug 2015
Publisher
ISBN-13 9781785281440
Length 280 pages
Edition 1st Edition
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Author (1):
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James Cook James Cook
Author Profile Icon James Cook
James Cook
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Table of Contents (13) Chapters Close

Preface 1. Getting to Know LibGDX FREE CHAPTER 2. Let's Get These Snakes Out of This Book! 3. Making That Snake Slick 4. What the Flap Is the Hype About? 5. Making Your Bird More Flightworthy 6. Onto the Next Platform...Game 7. Extending the Platform 8. Why Are All the Birds Angry? 9. Even Angrier Birds! 10. Exporting Our Games to the Platforms 11. Third-party Services Index

Summary

In this chapter, we looked at how to integrate third-party services with our game; we saw the different ways a third-party provider can present their library to us, and how we can integrate it in our game. We then took as an example a fictitious third-party provider so we could learn how to interact with that library from our core game code. Finally, we covered a little trick that seems to catch people out a lot, me included!

Coming up, in the next chapter... Oh, there isn't another one...

That's it, readers, we have made it to the end of this book. I hope you enjoyed making these games, I know I have. You learned the basics with Sammy the snake and made UI components with the Flappy bee before we looked at the more advanced features of LibGDX with Pete the squirrel and his funky world of physics.

I look forward to playing your games on my Desktop/Android/iOS device in the future!

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