Cover image for LibGDX Game Development Essentials.
LibGDX Game Development Essentials.
Title:
LibGDX Game Development Essentials.
Author:
Bose, Juwal.
ISBN:
9781784391591
Personal Author:
Physical Description:
1 online resource (242 pages)
Contents:
LibGDX Game Development Essentials -- Table of Contents -- LibGDX Game Development Essentials -- Credits -- About the Author -- Acknowledgments -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers, and more -- Why subscribe? -- Free access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code -- Downloading the color images of this book -- Errata -- Piracy -- Questions -- 1. Wiring Up -- Getting started -- Setting up the Java development environment -- Installing Eclipse -- Setting up the Android development environment -- Installing the ADT plugin and linking the Android SDK with Eclipse -- Installing the LibGDX support plugins -- Setting up GWT -- Installing the RoboVM plugin -- Installing the Gradle plugin -- The LibGDX Gradle combo -- Using the Gradle setup application -- A Hello World project -- Importing Gradle projects to Eclipse -- Running the project -- Exploring the project -- Displaying the Hello World text -- Running demos -- Running tests -- The alternate LibGDX setup -- Summary -- 2. Let There Be Graphics! -- The ThrustCopter game -- A LibGDX app's life cycle -- Creating the Thrust Copter project -- Planning art assets -- The game scene -- Populating the game scene -- Displaying the graphics -- The final game scene -- Adding the plane animation -- Moving the plane -- The code so far -- Texture packing -- The revised code -- Handling multiple screen sizes and aspect ratios -- Summary -- 3. Thou Shall Not Pass! -- Piloting our plane -- Navigating using touch input -- Dealing with other input methods -- Polling keyboard keys -- Accessing accelerometer data -- Event handling for inputs -- Using the InputAdapter class -- Capturing gestures.

Game controllers controller -- Adding the different game states -- Adding the pillar rocks -- Collision with the pillars -- Adding meteor rocks -- Collision with the meteor rock -- Making the game easier -- Playing with audio -- Adding sound effects -- Summary -- 4. Bring in the Extras! -- Refactoring time -- Creating a ThrustCopterScene class -- Creating our Game class instance -- More refactoring -- Using AssetManager -- Time for pickups -- Using a pickup class -- Adding pickup logic -- Heads Up Display (HUD) UI -- Displaying text -- Hiero - the BitmapFont creator tool -- Special effects with particles -- Pooling particle effects -- Summary -- 5. Scene 2 - the Menu -- Introducing Scene2D -- The stage for actors -- Actors and their actions -- Widgets -- Adding a loading scene -- Investigating the LoadingScreen class -- Adding the menu scene -- Creating scalable skins using the 9-patch tool -- Handling the Android back button -- Summary -- 6. Physics with Box2D -- The incredible world of Box2D -- LibGDX with Box2D -- Creating a Box2D world -- Drawing the Box2D world -- Simulating the Box2D world -- Fixing the time step -- Box2D rigid bodies -- Interactions in the Box2D world -- Linking the Box2D and game worlds -- Detecting collisions -- Box2D version of Thrust Copter -- Creating and placing objects -- Creating obstacles -- Drawing the scene -- Handling collisions -- Ignoring collisions with shield -- Collision for pickups -- Summary -- 7. The Amazing World of 3D -- Introducing the third dimension -- Creating 3D content -- The PerspectiveCamera class -- Converting 3D files to G3DB -- Playing with primitives -- Rendering the ModelInstance classes -- Loading 3D models -- Playing animations -- Interacting with 3D objects -- 3D frustum culling in LibGDX -- 3D particles with Flame -- Using bullet physics -- Creating the bullet world -- Adding rigid bodies.

Collision detection -- Adding shadows -- Summary -- 8. Saving Our Data -- Persisting game preferences -- Saving and loading sound preferences -- Implementing a local leaderboard -- Filesystems and access permissions -- Reading and writing files -- The leaderboard -- Saving and displaying scores -- Tile-based level design -- Using Tiled -- Loading TMX levels -- Summary -- 9. Finishing Our Android Game -- Using Google's offerings -- Interfacing platform-specific code -- Implementing Google Analytics tracking -- Adding tracker configuration files -- Adding Google Mobile Ads -- Leaderboards and achievements using Google Play services -- Linking BaseGameUtils -- Wiring with code -- Famous third-party alternatives -- Flurry for analytics -- Ads from InMobi -- Swarm - the all-in-one package -- Creating icons -- Summary -- 10. Time to Publish -- Publishing the Android version -- Preparing the store listing -- Preparing to release the APK -- Publishing the desktop version -- Publishing the Web version -- Publishing the iOS version -- First steps at the developer portal -- Preparing the iOS project -- Testing the build on a device -- Creating the IPA -- Some useful resources and links -- Overlap2D -- Working with Overlap2D -- Summary -- Index.
Abstract:
If you are a Java developer who wants to learn LibGDX and create great games, then this book is for you. To take full advantage of this book, you are expected to be familiar with Java or any other object-oriented language. Experience of using Eclipse will be very useful.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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