Learning LibGDX game development : wield the power of the LibGDX framework to create a cross-platform game /: wield the power of the LibGDX framework to create a cross-platform game. (2015)
- Record Type:
- Book
- Title:
- Learning LibGDX game development : wield the power of the LibGDX framework to create a cross-platform game /: wield the power of the LibGDX framework to create a cross-platform game. (2015)
- Main Title:
- Learning LibGDX game development : wield the power of the LibGDX framework to create a cross-platform game
- Further Information:
- Note: Suryakumar Balakrishnan Nair, Andreas Oehlke.
- Authors:
- Nair, Suryakumar Balakrishnan
Oehlke, Andreas - Contents:
- Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction to LibGDX and Project Setup; Diving into LibGDX; Features of LibGDX 1.2.0; Graphics; Audio; Input handling; File I/O and storage; Math and physics; Utilities; Tools; Getting in touch with the community; Prerequisites to install and configure LibGDX; Java Development Kit; Eclipse -- Integrated Development Environment; Downloading LibGDX; Installing Android SDK; Running Eclipse and installing plugins; Creating a new application; Using the old setup tool. Using the Gradle-based setupgdx-setup versus gdx-setup-ui; Kicking your game to life; Key to success lies in planning; Game project -- Canyon Bunny; Description of the game; Summary; Chapter 2: Cross-platform Development -- Build Once, Deploy Anywhere; The demo application -- how the projects work together; LibGDX backends; Lightweight Java Game Library; Android; WebGL; RoboVM (iOS backend); LibGDX core modules; The application module; Logging; Shutting down gracefully; Persisting data; Querying the Android API level; Querying the platform type; Querying the memory usage; Multithreading. The graphics moduleQuerying delta time; Querying display size; Querying the frames per second (FPS) counter; The audio module; Sound playback; Music streaming; The input module; Reading the keyboard/touch/mouse input; Reading the accelerometer; Starting and canceling vibrator; Catching Android's soft keys;Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction to LibGDX and Project Setup; Diving into LibGDX; Features of LibGDX 1.2.0; Graphics; Audio; Input handling; File I/O and storage; Math and physics; Utilities; Tools; Getting in touch with the community; Prerequisites to install and configure LibGDX; Java Development Kit; Eclipse -- Integrated Development Environment; Downloading LibGDX; Installing Android SDK; Running Eclipse and installing plugins; Creating a new application; Using the old setup tool. Using the Gradle-based setupgdx-setup versus gdx-setup-ui; Kicking your game to life; Key to success lies in planning; Game project -- Canyon Bunny; Description of the game; Summary; Chapter 2: Cross-platform Development -- Build Once, Deploy Anywhere; The demo application -- how the projects work together; LibGDX backends; Lightweight Java Game Library; Android; WebGL; RoboVM (iOS backend); LibGDX core modules; The application module; Logging; Shutting down gracefully; Persisting data; Querying the Android API level; Querying the platform type; Querying the memory usage; Multithreading. The graphics moduleQuerying delta time; Querying display size; Querying the frames per second (FPS) counter; The audio module; Sound playback; Music streaming; The input module; Reading the keyboard/touch/mouse input; Reading the accelerometer; Starting and canceling vibrator; Catching Android's soft keys; The files module; Getting an internal file handle; Getting an external file handle; The network module; HTTP requests; Client/server sockets; Opening a URI in a web browser; LibGDX's application life cycle and interface; Starter classes; Running the demo application on a desktop. Running the demo application on AndroidRunning the demo application in a WebGL-capable web browser; Running the demo application on a iOS device; The demo application -- time for code; Inspecting an example code of the demo application; The create() method; The render() method; The dispose() method; Having fun with the debugger and code hot swapping; Summary; Chapter 3: Configuring the Game; Setting up the Canyon Bunny project; Using a class diagram for Canyon Bunny; Laying foundations; Implementing the Constants class; Implementing the CanyonBunnyMain class. Implementing the WorldController classImplementing the WorldRenderer class; Putting it all together; Building the game loop; Adding the test sprites; Adding the game world's debug controls; Adding the CameraHelper class; Adding the camera debug controls using CameraHelper; Summary; Chapter 4: Gathering Resources; Setting up a custom Android application icon; Setting a custom iOS application icon; Creating the texture atlases; Loading and tracking assets; Organizing the assets; Testing the assets; Handling level data; Summary; Chapter 5: Making a Scene; Creating game objects; The rock object. … (more)
- Edition:
- Second edition
- Publisher Details:
- Birmingham, England : Packt Publishing
- Publication Date:
- 2015
- Copyright Date:
- 2015
- Extent:
- 1 online resource (478 pages), illustrations (some color)
- Subjects:
- 794.81536
COMPUTERS -- Programming Languages -- Java
Computer games -- Design
Computer games -- Design
COMPUTERS -- Intelligence (AI) & Semantics
Electronic books - Languages:
- English
- ISBNs:
- 9781783554782
1783554789 - Related ISBNs:
- 9781783554775
1783554770 - Notes:
- Note: Online resource; title from PDF title page (ebrary, viewed February 16, 2015).
- Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.87647
- Ingest File:
- 01_011.xml