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Indraneel Potnis - LibGDX Cross Platform Development Blueprints

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Indraneel Potnis LibGDX Cross Platform Development Blueprints
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Key Features
  • Learn how to make a complete game from scratch using the LibGDX framework
  • Discover different aspects of game development, optimize them, and implement them in your games
  • This is a comprehensive guide packed with concepts that are covered in an incremental manner
Book Description

LibGDX is a very popular open source game framework for the Java programming language. It features deployment to multiple platforms with the same code base and it is very fast. Its vast amount of features makes it very easy to learn and master game development without knowing the low-level details.

LibGDX Cross-platform Development Blueprints teaches you the concepts of game development using the LibGDX framework as you make four complete games.

Youll start with setting up the environment, then move on to advanced concepts such as collision detection, memory optimization, and more. The first game is Monty Hall, where youll learn how to set up LibGDX and use simple graphics. Then, youll get to know more about concepts such as animation, game sounds, and scoring by developing a Whack a Mole game. This will set up the base for a Bounce the Ball game, where youll get to grips with advanced concepts such as movements and collisions based on physics. Finally, the Dungeon Bob game will help you understand player motion.

This guide gives you everything you need to master game development with LibGDX.

What you will learn
  • Set up the development environment and implement a very simple game type
  • Implement new features such as motion, sounds, and randomness by implementing a new game
  • Add music, physics, and menus to your games
  • Start the creation of a platformer game and apply optimisation techniques
  • Perform collision detection and manage the game assets
  • Render game levels designed in the tool and add enemies
  • Create multiple levels, enemy motion, and level transitions in the game
About the Author

Indraneel Potnis is a mobile developer who lives in Mumbai. He has worked in diverse areas of the IT industry, such as web development, QA, and mobile application development.

Since childhood, he has been interested in playing computer games, and he became interested in making them in college. He made a card game called Mendhicoat with a friend on the Android platform and released it on the Google Play store.

Table of Contents
  1. Monty Hall Simulation
  2. Whack-A-Mole
  3. Catch the Ball
  4. Dungeon Bob
  5. Using the Tiled Map Editor
  6. Drawing Tiled Maps
  7. Collision Detection
  8. Collectibles and Enemies
  9. More Enemies and Shooting
  10. More Levels and Effects

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LibGDX Cross-Platform Development Blueprints

LibGDX Cross-Platform Development Blueprints

Copyright 2015 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: December 2015

Production reference: 1161215

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-78398-206-6

www.packtpub.com

Credits

Author

Indraneel Potnis

Reviewers

Si Fleming PhD

Stphane Meylemans

Commissioning Editor

Kartikey Pandey

Acquisition Editor

Subho Gupta

Content Development Editors

Anand Singh

Deepti Thore

Technical Editor

Taabish Khan

Copy Editor

Rashmi Sawant

Project Coordinator

Paushali Desai

Proofreader

Safis Editing

Indexer

Hemangini Bari

Production Coordinator

Shantanu N. Zagade

Cover Work

Shantanu N. Zagade

About the Author

Indraneel Potnis is a mobile developer who lives in Mumbai. He has worked in diverse areas of the IT industry, such as web development, QA, and mobile application development.

Since childhood, he has been interested in playing computer games, and he became interested in making them in college. He made a card game called Mendhicoat with a friend on the Android platform and released it on the Google Play store.

I would like to thank my parents for their support in writing this book. Special thanks go to Amey Kshirsagar from Arcoiris Labs for proofreading and working on some of the art used here.

About the Reviewers

Si Fleming PhD is a principal engineer with experience in working with Java and PHP for over a decade. He holds a PhD in computer science from the University of Sussex, where his research focused on distributed systems, ad hoc social networks, Q&A, security, and privacy.

Stphane Meylemans has a bachelor's degree in information technology. He worked in web development for eight years and then decided to move on to mobile development (games and apps). He has learned Unreal Engine, Unity, and Android app development and is currently working on several Android apps and games as a freelancer. He is also an instructor in new technologies and works as a community manager/event organizer for a game store in Belgium.

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Preface

LibGDX is a game framework with which people can make efficient games that run on all the platforms (mobile/web/desktop) with a single code base. Games are also a big source of monetization in the mobile market. The programming language is Java, which is widely used everywhere, and is very easy to learn.

This book will focus on practical things by introducing a different variety of game projects in each chapter. This book will expose you to different areas, types, techniques, and tactics of game development.

What this book covers

, Monty Hall Simulation , discusses how to set up LibGDX and how to create a simple but a complete game from scratch.

, Whack-A-Mole , discusses some more concepts along with a game of Whack-A-Mole. These concepts include animation, stun, and sound effects.

, Catch the Ball , discusses how to make a game called Catch the Ball and covers some concepts. These concepts include motion physics, collision detection, and implementing a menu screen.

, Dungeon Bob , discusses a platformer game called Dungeon Bob and covers concepts such as character motion and character animation.

, Using the Tiled Map Editor , discusses a tool called Tiled, used to make and design 2D levels/maps.

, Drawing Tiled Maps , discusses how to draw Tiled maps in the game and covers asset management, among other things.

, Collision Detection , discusses map collision detection, camera control, and jumping effects, among other things, as we progress through the game.

, Collectibles and Enemies , discusses how to add collectibles, hazards, and enemies to our game, among other things.

, More Enemies and Shooting , discusses how to add more enemy types with intelligence and shooting, among other things.

, More Levels and Effects , discusses how to make multiple levels, a loading screen, and particle effects, among other things.

What you need for this book

The following things are required for this book:

  • A computer with Internet connection
  • JDK
  • Eclipse with the ADT plugin installed
  • Android SDK
Who this book is for

This book is for people who have a good knowledge of Java and are familiar with LibGDX. You will learn about the development of different types of games with the help of relevant concepts. You will also learn how to put these concepts in practice while making fully functional games along the way.

Conventions

In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.

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