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Index
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
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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 Introducing the Scene2D API
Getting ready How to do it…
Creating a custom actor Rendering your custom actor Manipulating an actor
Simple actions Complex actions
How it works… There's more… See also
Widget collection overview
Getting ready How to do it…
Label Image Button TextButton ImageButton ImageTextButton CheckBox TextField List ScrollPane SelectBox ProgressBar Slider Touchpad Stack Tree SplitPane Window Dialog
How it works… There's more… See also
Creating a basic menu screen using tables
Getting ready How to do it… How it works…
Expand Fill Uniform Sizing Padding and spacing Alignment Columns and rows Defaults
There's more… See also
Skin customization
Getting ready How to do it… How it works… There's more… See also
Creating new widgets
Getting ready How to do it…
Creating a widget Using a widget
How it works… There's more…
9. The 2D Maps API
Introduction Creating maps with Tiled and loading them into Libgdx
Getting ready How to do it…
Creating a basic map with Tiled Loading and rendering a Tiled map in Libgdx
How it works… There's more…
Adding and querying map metadata
Getting ready How to do it…
Object layers and properties in Tiled Querying map metadata from Libgdx
How it works… There's more… See also
Developing your own map loaders and renderers
Getting ready How to do it… There's more…
10. Rigid Body Physics with Box2D
Introduction Introducing Box2D
Getting ready How to do it… How it works… There's more… See also
Introducing more complex shapes
Getting ready How to do it…
Generating JSON shape data Loading JSON shape data into Libgdx
How it works… There's more… See also
Introducing joints
Getting ready How to do it…
WeldJoint DistanceJoint RopeJoint FrictionJoint RevoluteJoint PrismaticJoint PulleyJoint GearJoint WheelJoint
There's more… See also
Real-life joints example – bike simulator
Getting ready How to do it… There's more…
Reacting to collisions
Getting ready How to do it…
 How it works… There's more… See also
Sensors and collision filtering
Getting ready How to do it…
Sensors Group collision filtering Flexible collision filtering
How it works… There's more… See also
Querying the world
Getting ready How to do it…
Raycasting Area querying
How it works… There's more… See also
Building a physics world from level data
Getting ready How to do it…
Defining materials Generating the physics metadata Populating your world
How it works… There's more… See also
Implementing a deferred raycaster
Getting ready How to do it…
The RayCastManager class Using RayCastManager
How it works… There's more… See also
The fixed timestep approach
Getting ready How to do it…
Variable timestep Fixed timestep Fixed timestep with interpolation
There's more… See also
11. Third-party Libraries and Extras
Introduction Making libraries compatible with GWT
Getting ready How to do it… There's more… See also
Managing platform-specific code
Getting ready How to do it… There's more…
Smooth animations with Universal Tween Engine
Getting ready How to do it…
Creating your accessor Library usage
Tween – a core class Organizing tweens
How it works…
Dynamic 2D lighting with Box2DLights
Getting ready How to do it… How it works…
RayHandler Types of lights
There's more…
Adding support for localization
Getting ready How to do it…
Creating language files Managing languages Usage example
There's more… See also
Finite state machine and messaging
Getting ready How to do it…
Creating the agents Usage example
How it works… There's more…
Component-based entity systems with Ashley
Getting ready How to do it… How it works… There's more… See also
Skeletal animations with Spine
Getting ready How to do it… How it works… There's more…
12. Performance and Optimizations
Introduction Profiling your application with VisualVM
Getting ready How to do it…
Installing VisualVM Changing the launcher Monitoring and profiling
How it works… There's more…
Using Libgdx features to avoid garbage collection
Getting ready How to do it…
Collections Caching Object pooling
There's more…
Avoiding unnecessary render calls with frustum culling
Getting ready How to do it… How it works… There's more…
13. Giving Back
Introduction Releasing your Libgdx game on desktop
Getting ready How to do it… There's more… See also
Releasing your Libgdx game on Android
Getting ready How to do it… There's more…
Releasing your Libgdx game on iOS
Getting ready How to do it… There's more…
Releasing your Libgdx game on browsers
Getting ready How to do it… There's more…
Working from sources
Getting ready How to do it… How it works… See also
Creating a new test for your fresh feature
Getting ready How to do it…
Sending a pull request on GitHub
Getting ready How to do it… There's more… See also
Index
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