Cover image for Libgdx Cross-platform Game Development Cookbook.
Libgdx Cross-platform Game Development Cookbook.
Title:
Libgdx Cross-platform Game Development Cookbook.
Author:
Márquez, David Saltares.
ISBN:
9781783287307
Personal Author:
Physical Description:
1 online resource (626 pages)
Contents:
Libgdx Cross-platform Game Development Cookbook -- Table of Contents -- Libgdx Cross-platform Game Development Cookbook -- Credits -- About the Authors -- 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. Diving into Libgdx -- Introduction -- Setting up a cross-platform development environment -- Getting ready -- How to do it… -- Java Development Kit -- Windows and Mac users -- GNU/Linux users -- Eclipse -- Android SDK -- Mac users -- GNU/Linux users -- All users -- Eclipse plugins -- XCode -- Fixing character encoding and line endings -- Making sure everything is in order -- How it works… -- There's more… -- See also -- Creating a cross-platform project -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Understanding the project structure and application life cycle -- Getting ready -- How to do it… -- Using logging to get to know the application life cycle -- Starter classes and configuration -- Desktop starter -- Android starter -- HTML starter -- iOS starter -- How it works… -- There's more… -- Living comfortably with ApplicationAdapter -- Managing a multiscreen application with Game -- See also -- Updating and managing project dependencies -- Getting ready -- How to do it… -- Gradle build file primer -- Updating existing dependencies -- Adding Libgdx extensions -- Bullet -- Core -- Desktop -- Android -- iOS -- FreeTypeFont -- Core -- Desktop -- Android -- iOS -- Controllers -- Core -- Desktop -- Android -- HTML5 -- Box2D -- Core -- Desktop -- Android.

iOS -- HTML5 -- Tools -- Core -- Desktop -- AI -- Core -- Android -- HTML -- Adding external repositories -- Adding additional file dependencies -- Managing GWT dependencies -- There's more… -- See also -- Using source control on a Libgdx project with Git -- Getting ready -- How to do it… -- How it works… -- Basic operations -- Git branches -- Gitignore files -- There's more… -- See also -- Importing and running the Libgdx official demos -- Getting ready -- How to do it… -- How it works… -- There's more… -- 2. Working with 2D Graphics -- Introduction -- Texture rendering with SpriteBatch -- Getting ready -- How to do it… -- How it works… -- 2D rendering using 3D techniques -- Coordinate system and camera setup -- Assets location in Libgdx -- Draw order -- Texture filters -- There's more… -- See also -- More effective rendering with regions and atlases -- Getting ready -- How to do it… -- Packing PNG files into an atlas -- Rendering regions of an atlas -- How it works… -- Atlas file format -- How SpriteBatch works -- A note on texture size limitations -- There's more… -- See also -- Taking advantage of Libgdx sprites -- Getting ready -- How to do it… -- How it works… -- There's more… -- Using bounds for collision detection -- See also -- Rendering sprite-sheet-based animations -- Getting ready -- How to do it… -- How it works… -- There's more… -- Using different play modes -- Checking when an animation has finished -- Handling a character with many animations -- See also -- Understanding orthographic cameras -- Getting ready -- How to do it… -- How it works… -- There's more… -- Rendering UI on top of the game world -- Split screen -- See also -- Using ShapeRenderer for debug graphics -- Getting ready -- How to do it… -- Rendering lines -- Rendering circles -- Rendering rectangles -- Rendering points -- Rendering triangles -- How it works….

There's more… -- See also -- Handling multiple screen sizes with viewports -- Getting ready -- How to do it… -- How it works… -- There's more… -- Getting the most out of Viewport -- Working with two cameras and viewports -- Floating elements -- Build your own Viewport implementation -- See also -- 3. Advanced 2D Graphics -- Introduction -- Achieving juicy effects with particles -- Getting ready -- How to do it… -- The basics of Particle Editor -- Rendering particle effects with Libgdx -- How it works… -- There's more… -- See also -- Frame buffers and image composition -- Getting ready -- How to do it… -- How it works… -- There's more… -- Welcome to the world of shaders -- Getting ready -- How to do it… -- How it works… -- Data types -- Vertex attributes -- Uniforms -- OpenGL ES precision specifiers -- There's more… -- The sepia effect -- Inverted colors -- Passing parameters into shader programs -- Getting ready -- How to do it… -- How it works… -- There's more… -- Detecting shader compiler errors -- More efficient uniform settings -- 2D depth of field shader -- Getting ready -- How to do it… -- There's more… -- See also -- Embedding a Libgdx window into a Java desktop application -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- 4. Detecting User Input -- Introduction -- Detecting user input via event polling -- Getting ready -- How to do it… -- How it works… -- There's more… -- Checking input availability -- Showing the on-screen keyboard -- Detecting user input via event listening -- Getting ready -- How to do it… -- Event polling versus event listening -- How it works… -- There's more… -- Managing multiple listeners at once -- Getting ready -- How to do it… -- How it works… -- See also -- Detecting more complex gestures -- Getting ready -- How to do it… -- How it works… -- There's more… -- Gesture polling.

Introducing the controllers API -- Getting ready -- How to do it… -- Including the controllers extension -- Enumerating controllers -- Controller state polling -- Controller event listening -- How it works… -- There's more… -- Controller mappings -- Handling disconnections -- See also -- Input mapping for cross-platform development -- Getting ready -- How to do it… -- Input contexts -- Input profiles -- Event notifications with InputActionListener -- Input mapping in action -- How it works… -- There's more… -- 5. Audio and File I/O -- Introduction -- Playing short sound effects -- Getting ready -- How to do it… -- How it works… -- There's more… -- Handling sounds individually -- Changing the volume -- Creating looping sounds -- Managing effect priorities -- See also -- Audio streaming for background music -- Getting ready -- How to do it… -- How it works… -- There's more… -- Checking the playback state -- Looping the background music -- See also -- Optimizing audio files to reduce download sizes -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Procedural audio generators -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Engine sounds with dynamic audio -- Getting ready -- How to do it… -- How it works… -- There's more… -- Controlling direction through panning -- Music transitions -- See also -- The 2D space sound system -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- The first approach to file handling in Libgdx -- Getting ready -- How to do it… -- Retrieving basic information from files -- Traversing tree structures -- Writing to and reading from files -- Copying and deleting files and directories -- How it works… -- There's more… -- Creating temporary files -- Filtering directory listings -- File streaming -- See also.

Using preferences to store game states and options -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- The XML parsing primer -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- JSON serialization and deserialization -- Getting ready -- How to do it… -- Reading objects from JSON -- Writing objects to JSON -- Manual JSON parsing -- How it works… -- There's more… -- The Serializable interface -- The Serializer interface -- See also -- 6. Font Rendering -- Introduction -- Generating and rendering bitmap fonts -- Getting ready -- How to do it… -- Using Hiero to generate bitmap font files -- Rendering bitmap font files with Libgdx -- How it works… -- There's more… -- See also -- Baking effects into fonts using Hiero -- Getting ready -- How to do it… -- How it works… -- See also -- Scaling friendly font rendering with distance fields -- Getting ready -- How to do it… -- Generating distance field fonts with Hiero -- Distance field fonts shader -- Rendering distance field fonts in Libgdx -- How it works… -- There's more… -- Dynamic font effects using distance fields -- Getting ready -- How to do it… -- How it works… -- There's more… -- 7. Asset Management -- Introduction -- Getting to know AssetManager -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Asynchronous asset loading -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Creating custom asset loaders -- Getting ready -- How to do it… -- Writing our own asset type -- Writing our own asset loader -- Summarizing... -- How it works… -- There's more… -- See also -- Managing groups of assets for bigger games -- Getting ready -- How to do it… -- Giving shape to the idea -- Empowering AssetManager -- How it works… -- There's more… -- See also -- 8. User Interfaces with Scene2D.

Introduction.
Abstract:
If you want to make cross-platform games without the hassle and dangers of writing platform-specific code, or If you are a game programmer who may have some experience with Java and you want to learn everything you need to know about Libgdx to produce awesome work, this is the book for you. To take full advantage of the recipes in this book, you are expected to be familiar with java with good game programming knowledge.
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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