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Cook J. - LibGDX Game Development By Example

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Packt Publishing, 2015. 280 p. ISBN-10: 1785281445, ISBN-13: 978-1-78528-144-0.
.Learn how to create your very own game using the libGDX cross-platform Java framework.LibGDX is a cross-platform game development framework in Java that makes game programming easier and fun to do. It currently supports Windows, Linux, Mac OS X, Android, and HTML5.With a vast feature set on offer, there isnt a game that cant be made using libGDX. It allows you to write your code once and deploy it to multiple platforms without modification. With cross-platform delivery at its heart, a game can be made to target the major markets quickly and cost effectively.This book starts with a simple game through which the game update cycle is explained, including loading textures onto your screen, moving them around, and responding to input. From there youll move on to more advanced concepts such as creating a formal game structure with a menu screen, adding a game screen and loading screen, sprite sheets, and animations. Youll explore how to introduce a font to optimize text, and with the help of a game that youll create, youll familiarise yourself with the 2D tile map API to create worlds that scroll as the characters move.In the final sample game of the book, youll implement a basic version of an Angry Birds clone, which will allow you to use the physic library box2D that libGDX provides access to. An overview of exporting games to different platforms is then provided.Finally, you will discover how to integrate third-party services into games and take a sneak peak at the Social Media API to get a basic understanding of how it fits into the libGDX ecosystem.What You Will Learn:
Create and configure a libGDX project to get started with making games;
Get to grips with a simple game loop that will drive your games;
Manage game assets to reduce code duplication and speed up development;
Pack game assets together into single assets to increase your games performance;
Display textures on the screen and manipulate them with play input;
Play various types of sounds that a game can generate;
Design and modify a game user interface with libGDXs built-in tools;
Develop a game that will run across various platforms.Learn the core features of libGDX to develop your own exciting games.
Explore game development concepts through example projects.
Target games for major app stores quickly and easily with libGDXs cross-platform functionality.Who This Book Is For:
This book is intended for those who wish to learn the concepts of game development using libGDX. An understanding of Java and other programming languages would definitely be helpful, although it is not a must. iPAD Amazon Kindle, PC , Cool Reader (EPUB), Calibre (EPUB, MOBI, AZW3), Adobe Digital Editions (EPUB), FBReader (EPUB, MOBI, AZW3).

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LibGDX Game Development By Example

LibGDX Game Development By Example

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: August 2015

Production reference: 1210815

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-78528-144-0

www.packtpub.com

Credits

Author

James Cook

Reviewers

Pavel Czempin

Lvque Michel

Sudarshan Shetty

Acquisition Editors

Subho Gupta

James Jones

Content Development Editor

Nikhil Potdukhe

Technical Editor

Abhishek R. Kotian

Copy Editor

Pranjali Chury

Project Coordinator

Mary Alex

Proofreader

Safis Editing

Indexer

Monica Ajmera Mehta

Graphics

Dan Smallman

Jason Monteiro

Production Coordinator

Arvindkumar Gupta

Cover Work

Arvindkumar Gupta

About the Author

James Cook is a Java software developer from London, England. He is currently touring Australia. He has developed software ranging from banking and mobile applications to games. He has worked for large gaming companies, such as Electronic Arts, Playfish, and Plumbee.

During the day, he can be found working on rapid application prototyping for new social casino experiences. However, during the night, he collaborates with his longtime working partner, Dan Smallman, for Super Cookie Games to create games such as Super Bomb Noms, OMG Dancer!, and BetamaxSherbet Plains.

Super Cookie Games started out as a simple endeavor for James and Dan to learn how to make games and deliver them to Android, iOS, and the Web. Choosing LibGDX as the platform was a key component for the success of this duo, with six different games across three app stores culminating in 50,000 downloadsa testament to LibGDX and its brilliant feature set and ability.

I would like to thank Dan because our teamwork over the last 4 years and our continuous efforts to try out new things while making games led me to write this book. I would like to thank Barry Cranford, who first put me in touch with Dan many years ago. I would also like to thank James Jones and Nikhil Potdukhe at Packt Publishing; without them, this book would not have been possible.

About the Reviewers

Pavel Czempin is currently completing an internship in the software field and plans to study engineering at a German university. Most of his programming experience stems from his early enrollment in a bachelor's course in computer science. In his free time, he likes to program and develop games.

You can find some of his projects on his GitHub page at https://github.com/Valep42.

Lvque Michel has a bachelor's degree in information technology. He worked as a Java developer for 8 years and is currently working on a LibGDX point-and-click game as a core programmer.

I would like to thank the author of this book and the team at Packt Publishing for giving me the opportunity to review this great book.

Sudarshan Shetty is a software developer who builds mobile apps for the order management system. He uses LibGDX to build BI dashboards and data visualization software. When not programming, he engages in gardening as a hobby with his wife, Anuradha, and kids, Shameen and Shamika.

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Preface

Video games have been around for over 30 years now and many of us have grown up with some form of experience playing video games. Most of us will want to go on and make our own games. It has never been easier to create your own game and deliver it to the world, whether you want to make a game to share with your friends or want to start a career in the game development industry.

Owing to the ease of development, a whole host of different tools are available to help you create games. Depending on whether you want to develop for desktop, iOS, Android, or HTML5, there are different tools available. However, what if you wanted to develop for all platforms? This is where an awesome framework called LibGDX comes in.

If you are reading this book, you are probably already aware of LibGDX. You may not be proficient in it, and you may not even have used it yet. But that's OK! That's why you are reading this book. We will use LibGDX to create a series of games, each game introducing another set of features of LibGDX. Hopefully, by the end of this book, you will have the foundation to go on and comfortably start making your own games.

What this book covers

, Getting to Know LibGDX , introduces us to LibGDX and helps us to set up our development environment to get ready to create our first ever LibGDX project.

, Let's Get These Snakes Out of This Book! , covers creating our first game using LibGDXSnake! This also covers the game cycle and how to handle input through LibGDX.

, Making That Snake Slick , covers creating game states, continuing with our Snake game from the previous chapter. This also covers an introduction to the techniques used to help with development and talks about handling different screen sizes and resolutions.

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