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Index
Cover Title Copyright Contents at a Glance Contents About the Author About the Technical Reviewer Acknowledgments Introduction Chapter 1 : Getting Started with Java and LibGDX
Choosing a Development Environment Setting Up BlueJ
Downloading and Installing Using BlueJ Setting Up LibGDX
Creating a “Hello, World!” Program with LibGDX Advantages to Using LibGDX Summary
Chapter 2 : The LibGDX Framework
Understanding the Life Cycle of a Game Working with User Input Managing the Action
The Sprite Class The Actor Class
Implementing Visual Effects
Value-Based Animations Image-Based Animations
Introducing User Interfaces
Labels and Bitmap Fonts Layering with Stage Objects Cameras and Scrolling
Handling Multiple Screens Summary
Chapter 3 : Extending the Framework
Cheese, Please! Revisited
Discrete Input Abstract Class Design Refactoring the Project
Balloon Buster: A Mouse-Driven Game
Balloons Adding Interactivity Next Steps
Starfish Collector: A Game with Improved Actor Classes
The BaseActor Class The AnimatedActor Class The PhysicsActor Class Creating the Game Next Steps
Summary
Chapter 4 : Adding Polish to Your Game
Audio Advanced User-Interface Design
Arranging UI Elements Managing Resources Using Customized Bitmap Fonts Creating Buttons Setting Up the Start Screen Creating an Overlay Menu
Summary
Chapter 5 : Alternative Sources of User Input
Gamepad Controllers
Continuous Input Discrete Input
Touch-Screen Controls
Working with a Touch Pad Redesigning the User Interface
Summary
Chapter 6 : Additional Game Case Studies
Space Rocks
The Spaceship Lasers Rocks and Explosions Next Steps
Plane Dodger
Infinite Scrolling Effects Player Plane Stars and Sparkles Enemy Planes Next Steps
Rectangle Destroyer
The Paddle The Brick The Ball The Power-up Setting Up the Game Next Steps
52-Card Pickup
Cards and Piles Setting Up the Game Providing Visual Hints Next Steps
Summary
Chapter 7 : Integrating Third-Party Software
Working with Particle Systems in LibGDX
The LibGDX Particle Editor Rocket-Thruster Effect Explosion Effect The ParticleActor Class Starscape: An Interactive Visual Demo
Using Tiled for Level Design
Creating Tilemaps Treasure Quest: An Adventure-Style Exploration Game Creating Four-Directional Character Animations
Simulating Advanced Physics with Box2D
Physics Primer The Box2DActor Class Jumping Jack: A Physics-Based Sandbox Game
Integrating Multiple Components
Preliminary Setup Jumping Jack 2: Even More Coins
Summary
Chapter 8 : Introduction to 3D Graphics
Exploring 3D Concepts and Classes Creating a Minimal 3D Demo Re-creating the Actor/Stage Framework
The BaseActor3D Class The Stage3D Class Creating an Interactive 3D Demo
Pirate Cruiser: Navigating the Sea in 3D Next Steps Summary
Chapter 9 : The Journey Continues
Continuing Your Developing
Working on Projects Obtaining Art Resources Participating in Game Jams Overcoming Difficulties
Broadening Your Horizons
Playing Different Games Increasing Your Skill Set Recommended Reading
Disseminating Your Games
Packaging for Desktop Computers Compiling for Other Platforms Finding Distribution Outlets
Appendix A: Review of Java Fundamentals
Data Types and Operators Control Structures
Conditional Statements Repetition Statements
Methods Objects and Classes Summary
Index
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