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Index
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
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