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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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