Learning Libgdx game development :: walk through a complete game development cycle with practical examples and build cross-platform games with Libgdx /
Annotation
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham :
Packt Publishing,
2013.
|
Schriftenreihe: | Community experience distilled.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | Annotation |
Beschreibung: | 1 online resource (388 pages) : illustrations (some color) |
ISBN: | 9781782166054 178216605X 1782166041 9781782166047 |
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100 | 1 | |a Oehlke, Andreas. | |
245 | 1 | 0 | |a Learning Libgdx game development : |b walk through a complete game development cycle with practical examples and build cross-platform games with Libgdx / |c Andreas Oehlke. |
264 | 1 | |a Birmingham : |b Packt Publishing, |c 2013. | |
300 | |a 1 online resource (388 pages) : |b illustrations (some color) | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
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490 | 1 | |a Community experience distilled | |
588 | 0 | |a Online resource; title from PDF title page (ebrary, viewed October 9, 2013). | |
520 | 8 | |a Annotation |b Game development is a field of interdisciplinary skills, which also makes it a very complex topic in many respects. One decision that usually needs to be made at the beginning of a game development processis to define the kind of computer system or platform the game will be developed for. This does not pose any problems in general but as soon as the game should also be able to run on multiple platforms it will become a developers nightmare to maintain several distinct copies of the same game. This is where the libGDX multi-platform game development framework comes to the rescue!"Learning Libgdx Game Development" is a practical, hands-on guide that provides you with all the information you need to know about the libGDX framework as well as game development in general so you can start developing your own games for multiple platforms. You will gradually acquire deeper knowledge of both, libGDX and game development while you work through twelve easy-to-follow chapters."Learning Libgdx Game Development" will walk you through a complete game development cycle by creating an example game that is extended with new features over several chapters. These chapters handle specific topics such as organizing resources, managing game scenes and transitions, actors, a menu system, using an advanced physics engine and many more. The chapters are filled with screenshots and/or diagrams to facilitate comprehension."Learning Libgdx Game Development" is the book for you if you want to learn how to write your game code once and run it on a multitude of platforms using libGDX | |
546 | |a English. | ||
505 | 0 | |a Intro -- Learning Libgdx Game Development -- Table of Contents -- Learning Libgdx Game Development -- Credits -- About the Author -- 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 -- Errata -- Piracy -- Questions -- 1. Introduction to Libgdx and Project Setup -- Diving into Libgdx -- Features of Libgdx 0.97 -- Graphics -- Audio -- Input Handling -- File I/O -- Math and Physics -- Utilities -- Tools -- Getting in touch with the community -- Prerequisites for installing and configuring -- Java Development Kit (JDK) -- Eclipse -- Integrated Development Environment (IDE) -- Downloading Libgdx -- Installing Android SDK -- Running Eclipse and installing plugins -- Creating a new application -- Kicking your game to life -- Key to success lies in planning -- Game project -- Canyon Bunny -- Description of the game -- Summary -- 2. Cross-platform Development -- Build Once, Deploy Anywhere -- The demo application -- how the projects work together -- Backends -- LWJGL (Lightweight Java Game Library) -- Android -- WebGL -- Modules -- The application module -- Logging -- Shutting down gracefully -- Persisting data -- Querying the Android API Level -- Querying the platform type -- Querying memory usage -- Graphics module -- Querying delta time -- Querying display size -- Querying the FPS (frames per second) counter -- Audio module -- Sound playback -- Music streaming -- Input module -- Reading the keyboard/touch/mouse input -- Reading the accelerometer -- Starting and canceling vibrator -- Catching Android soft keys -- The files module -- Getting an internal file handle. | |
505 | 8 | |a Getting an external file handle -- The network module -- HTTP GET and HTTP POST -- Client/server sockets -- Opening a URI in a web browser -- Libgdx's Application Life-Cycle and Interface -- Starter Classes -- Running the demo application on a desktop -- Running the demo application on Android -- Running the demo application in a WebGL-capable web browser -- The demo application -- time for code -- Inspecting an example code of the demo application -- The create() method -- The render() method -- The dispose() method -- Having fun with the debugger and Code Hot Swapping -- Summary -- 3. Configuring the Game -- Setting up the Canyon Bunny project -- Using a class diagram for Canyon Bunny -- Laying foundations -- Implementing Constants -- Implementing CanyonBunnyMain -- Implementing WorldController -- Implementing WorldRenderer -- Putting it all together -- Building the game loop -- Adding test sprites -- Adding game world's debug controls -- Adding CameraHelper -- Adding camera debug controls using CameraHelper -- Summary -- 4. Gathering Resources -- Setting a custom Android application icon -- Creating texture atlases -- Loading and tracking assets -- Organizing assets -- Testing assets -- Handling level data -- Summary -- 5. Making a Scene -- Creating game objects -- The rock object -- The mountains object -- The water overlay object -- The clouds object -- Implementing the level loader -- Assembling the game world -- Implementing the game GUI -- The GUI score -- The GUI extra lives -- The GUI FPS counter -- Rendering the GUI -- Summary -- 6. Adding the Actors -- Implementing the actor game objects -- Creating the gold coin object -- Creating the feather object -- Creating the bunny head object -- Updating the rock object -- Completing the level loader -- Adding the game logic -- Adding collision detection. | |
505 | 8 | |a Losing lives, game over, and fixing the camera -- Adding the game over text and the feather icon to the GUI -- Summary -- 7. Menus and Options -- Managing multiple screens -- Exploring Scene2D (UI), TableLayout, and skins -- Using Libgdx's scene graph for the menu UI -- Building the scene for the menu screen -- Adding the background layer -- Adding the objects layer -- Adding the logos layer -- Adding the controls layer -- Adding the Options window layer -- Building the Options window -- Using the game settings -- Summary -- 8. Special Effects -- Creating complex effects with particle systems -- Adding a dust particle effect to the player character -- Moving the clouds -- Smoothing with Linear interpolation (Lerp) -- Letting the rocks float on the water -- Adding parallax scrolling to the mountains in the background -- Enhancing the game screen's GUI -- Event -- player lost a life -- Event -- score increased -- Summary -- 9. Screen Transitions -- Adding the screen transition capability -- Implementing transition effects -- Knowing about interpolation algorithms -- Creating a fade transition effect -- Creating a slide transition effect -- Creating a slice transition effect -- Summary -- 10. Managing Music and Sound Effects -- Playing back music and sound effects -- Exploring the Sound interface -- Exploring the Music interface -- Accessing the audio device directly -- Exploring the AudioDevice interface -- Exploring the AudioRecorder interface -- Using sound generators -- About the sfxr generator -- About the cfxr generator -- About the bfxr generator -- Adding music and sounds to Canyon Bunny -- Summary -- 11. Advanced Programming Techniques -- Simulating physics with Box2D -- Exploring the concepts of Box2D -- Understanding rigid bodies -- Choosing body types -- Using shapes -- Using fixtures -- Simulating physics in the world -- Physics body editor. | |
505 | 8 | |a Preparing Canyon Bunny for raining carrots -- Adding the new assets -- Adding the carrot game object -- Adding the goal game object -- Extending the level -- Letting it rain carrots -- Working with shaders in Libgdx -- Creating a monochrome filter shader program -- Using the monochrome filter shader program in Canyon Bunny -- Adding alternative input controls -- Summary -- 12. Animations -- Manipulating actors through actions -- Actions for manipulating actors -- Controlling the order and time of execution -- Animating the menu screen -- Animating the gold coins and bunny head actors -- Animating the menu buttons and options window -- Using sequences of images for animations -- Packing animations using the texture packer -- Choosing between animation play modes -- Animating the game screen -- Defining and preparing new animations -- Animating the gold coin game object -- Animating the bunny head game object -- Summary -- Index. | |
650 | 0 | |a Video games |x Design. | |
650 | 6 | |a Jeux vidéo |x Conception. | |
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650 | 7 | |a Computer games |x Design |2 fast | |
776 | 0 | 8 | |i Print version: |a Oehlke, Andreas. |t Learning Libgdx game development. |d Birmingham : Packt Publishing, 2013 |w (OCoLC)861537037 |
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-ocn861537037 |
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adam_text | |
any_adam_object | |
author | Oehlke, Andreas |
author_facet | Oehlke, Andreas |
author_role | |
author_sort | Oehlke, Andreas |
author_variant | a o ao |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 O34 2013eb |
callnumber-search | QA76.76.C672 O34 2013eb |
callnumber-sort | QA 276.76 C672 O34 42013EB |
callnumber-subject | QA - Mathematics |
collection | ZDB-4-EBA |
contents | Intro -- Learning Libgdx Game Development -- Table of Contents -- Learning Libgdx Game Development -- Credits -- About the Author -- 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 -- Errata -- Piracy -- Questions -- 1. Introduction to Libgdx and Project Setup -- Diving into Libgdx -- Features of Libgdx 0.97 -- Graphics -- Audio -- Input Handling -- File I/O -- Math and Physics -- Utilities -- Tools -- Getting in touch with the community -- Prerequisites for installing and configuring -- Java Development Kit (JDK) -- Eclipse -- Integrated Development Environment (IDE) -- Downloading Libgdx -- Installing Android SDK -- Running Eclipse and installing plugins -- Creating a new application -- Kicking your game to life -- Key to success lies in planning -- Game project -- Canyon Bunny -- Description of the game -- Summary -- 2. Cross-platform Development -- Build Once, Deploy Anywhere -- The demo application -- how the projects work together -- Backends -- LWJGL (Lightweight Java Game Library) -- Android -- WebGL -- Modules -- The application module -- Logging -- Shutting down gracefully -- Persisting data -- Querying the Android API Level -- Querying the platform type -- Querying memory usage -- Graphics module -- Querying delta time -- Querying display size -- Querying the FPS (frames per second) counter -- Audio module -- Sound playback -- Music streaming -- Input module -- Reading the keyboard/touch/mouse input -- Reading the accelerometer -- Starting and canceling vibrator -- Catching Android soft keys -- The files module -- Getting an internal file handle. Getting an external file handle -- The network module -- HTTP GET and HTTP POST -- Client/server sockets -- Opening a URI in a web browser -- Libgdx's Application Life-Cycle and Interface -- Starter Classes -- Running the demo application on a desktop -- Running the demo application on Android -- Running the demo application in a WebGL-capable web browser -- The demo application -- time for code -- Inspecting an example code of the demo application -- The create() method -- The render() method -- The dispose() method -- Having fun with the debugger and Code Hot Swapping -- Summary -- 3. Configuring the Game -- Setting up the Canyon Bunny project -- Using a class diagram for Canyon Bunny -- Laying foundations -- Implementing Constants -- Implementing CanyonBunnyMain -- Implementing WorldController -- Implementing WorldRenderer -- Putting it all together -- Building the game loop -- Adding test sprites -- Adding game world's debug controls -- Adding CameraHelper -- Adding camera debug controls using CameraHelper -- Summary -- 4. Gathering Resources -- Setting a custom Android application icon -- Creating texture atlases -- Loading and tracking assets -- Organizing assets -- Testing assets -- Handling level data -- Summary -- 5. Making a Scene -- Creating game objects -- The rock object -- The mountains object -- The water overlay object -- The clouds object -- Implementing the level loader -- Assembling the game world -- Implementing the game GUI -- The GUI score -- The GUI extra lives -- The GUI FPS counter -- Rendering the GUI -- Summary -- 6. Adding the Actors -- Implementing the actor game objects -- Creating the gold coin object -- Creating the feather object -- Creating the bunny head object -- Updating the rock object -- Completing the level loader -- Adding the game logic -- Adding collision detection. Losing lives, game over, and fixing the camera -- Adding the game over text and the feather icon to the GUI -- Summary -- 7. Menus and Options -- Managing multiple screens -- Exploring Scene2D (UI), TableLayout, and skins -- Using Libgdx's scene graph for the menu UI -- Building the scene for the menu screen -- Adding the background layer -- Adding the objects layer -- Adding the logos layer -- Adding the controls layer -- Adding the Options window layer -- Building the Options window -- Using the game settings -- Summary -- 8. Special Effects -- Creating complex effects with particle systems -- Adding a dust particle effect to the player character -- Moving the clouds -- Smoothing with Linear interpolation (Lerp) -- Letting the rocks float on the water -- Adding parallax scrolling to the mountains in the background -- Enhancing the game screen's GUI -- Event -- player lost a life -- Event -- score increased -- Summary -- 9. Screen Transitions -- Adding the screen transition capability -- Implementing transition effects -- Knowing about interpolation algorithms -- Creating a fade transition effect -- Creating a slide transition effect -- Creating a slice transition effect -- Summary -- 10. Managing Music and Sound Effects -- Playing back music and sound effects -- Exploring the Sound interface -- Exploring the Music interface -- Accessing the audio device directly -- Exploring the AudioDevice interface -- Exploring the AudioRecorder interface -- Using sound generators -- About the sfxr generator -- About the cfxr generator -- About the bfxr generator -- Adding music and sounds to Canyon Bunny -- Summary -- 11. Advanced Programming Techniques -- Simulating physics with Box2D -- Exploring the concepts of Box2D -- Understanding rigid bodies -- Choosing body types -- Using shapes -- Using fixtures -- Simulating physics in the world -- Physics body editor. Preparing Canyon Bunny for raining carrots -- Adding the new assets -- Adding the carrot game object -- Adding the goal game object -- Extending the level -- Letting it rain carrots -- Working with shaders in Libgdx -- Creating a monochrome filter shader program -- Using the monochrome filter shader program in Canyon Bunny -- Adding alternative input controls -- Summary -- 12. Animations -- Manipulating actors through actions -- Actions for manipulating actors -- Controlling the order and time of execution -- Animating the menu screen -- Animating the gold coins and bunny head actors -- Animating the menu buttons and options window -- Using sequences of images for animations -- Packing animations using the texture packer -- Choosing between animation play modes -- Animating the game screen -- Defining and preparing new animations -- Animating the gold coin game object -- Animating the bunny head game object -- Summary -- Index. |
ctrlnum | (OCoLC)861537037 |
dewey-full | 794.8 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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Introduction to Libgdx and Project Setup -- Diving into Libgdx -- Features of Libgdx 0.97 -- Graphics -- Audio -- Input Handling -- File I/O -- Math and Physics -- Utilities -- Tools -- Getting in touch with the community -- Prerequisites for installing and configuring -- Java Development Kit (JDK) -- Eclipse -- Integrated Development Environment (IDE) -- Downloading Libgdx -- Installing Android SDK -- Running Eclipse and installing plugins -- Creating a new application -- Kicking your game to life -- Key to success lies in planning -- Game project -- Canyon Bunny -- Description of the game -- Summary -- 2. Cross-platform Development -- Build Once, Deploy Anywhere -- The demo application -- how the projects work together -- Backends -- LWJGL (Lightweight Java Game Library) -- Android -- WebGL -- Modules -- The application module -- Logging -- Shutting down gracefully -- Persisting data -- Querying the Android API Level -- Querying the platform type -- Querying memory usage -- Graphics module -- Querying delta time -- Querying display size -- Querying the FPS (frames per second) counter -- Audio module -- Sound playback -- Music streaming -- Input module -- Reading the keyboard/touch/mouse input -- Reading the accelerometer -- Starting and canceling vibrator -- Catching Android soft keys -- The files module -- Getting an internal file handle.</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Getting an external file handle -- The network module -- HTTP GET and HTTP POST -- Client/server sockets -- Opening a URI in a web browser -- Libgdx's Application Life-Cycle and Interface -- Starter Classes -- Running the demo application on a desktop -- Running the demo application on Android -- Running the demo application in a WebGL-capable web browser -- The demo application -- time for code -- Inspecting an example code of the demo application -- The create() method -- The render() method -- The dispose() method -- Having fun with the debugger and Code Hot Swapping -- Summary -- 3. Configuring the Game -- Setting up the Canyon Bunny project -- Using a class diagram for Canyon Bunny -- Laying foundations -- Implementing Constants -- Implementing CanyonBunnyMain -- Implementing WorldController -- Implementing WorldRenderer -- Putting it all together -- Building the game loop -- Adding test sprites -- Adding game world's debug controls -- Adding CameraHelper -- Adding camera debug controls using CameraHelper -- Summary -- 4. Gathering Resources -- Setting a custom Android application icon -- Creating texture atlases -- Loading and tracking assets -- Organizing assets -- Testing assets -- Handling level data -- Summary -- 5. Making a Scene -- Creating game objects -- The rock object -- The mountains object -- The water overlay object -- The clouds object -- Implementing the level loader -- Assembling the game world -- Implementing the game GUI -- The GUI score -- The GUI extra lives -- The GUI FPS counter -- Rendering the GUI -- Summary -- 6. Adding the Actors -- Implementing the actor game objects -- Creating the gold coin object -- Creating the feather object -- Creating the bunny head object -- Updating the rock object -- Completing the level loader -- Adding the game logic -- Adding collision detection.</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Losing lives, game over, and fixing the camera -- Adding the game over text and the feather icon to the GUI -- Summary -- 7. Menus and Options -- Managing multiple screens -- Exploring Scene2D (UI), TableLayout, and skins -- Using Libgdx's scene graph for the menu UI -- Building the scene for the menu screen -- Adding the background layer -- Adding the objects layer -- Adding the logos layer -- Adding the controls layer -- Adding the Options window layer -- Building the Options window -- Using the game settings -- Summary -- 8. Special Effects -- Creating complex effects with particle systems -- Adding a dust particle effect to the player character -- Moving the clouds -- Smoothing with Linear interpolation (Lerp) -- Letting the rocks float on the water -- Adding parallax scrolling to the mountains in the background -- Enhancing the game screen's GUI -- Event -- player lost a life -- Event -- score increased -- Summary -- 9. Screen Transitions -- Adding the screen transition capability -- Implementing transition effects -- Knowing about interpolation algorithms -- Creating a fade transition effect -- Creating a slide transition effect -- Creating a slice transition effect -- Summary -- 10. Managing Music and Sound Effects -- Playing back music and sound effects -- Exploring the Sound interface -- Exploring the Music interface -- Accessing the audio device directly -- Exploring the AudioDevice interface -- Exploring the AudioRecorder interface -- Using sound generators -- About the sfxr generator -- About the cfxr generator -- About the bfxr generator -- Adding music and sounds to Canyon Bunny -- Summary -- 11. Advanced Programming Techniques -- Simulating physics with Box2D -- Exploring the concepts of Box2D -- Understanding rigid bodies -- Choosing body types -- Using shapes -- Using fixtures -- Simulating physics in the world -- Physics body editor.</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Preparing Canyon Bunny for raining carrots -- Adding the new assets -- Adding the carrot game object -- Adding the goal game object -- Extending the level -- Letting it rain carrots -- Working with shaders in Libgdx -- Creating a monochrome filter shader program -- Using the monochrome filter shader program in Canyon Bunny -- Adding alternative input controls -- Summary -- 12. Animations -- Manipulating actors through actions -- Actions for manipulating actors -- Controlling the order and time of execution -- Animating the menu screen -- Animating the gold coins and bunny head actors -- Animating the menu buttons and options window -- Using sequences of images for animations -- Packing animations using the texture packer -- Choosing between animation play modes -- Animating the game screen -- Defining and preparing new animations -- Animating the gold coin game object -- Animating the bunny head game object -- Summary -- Index.</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Video games</subfield><subfield code="x">Design.</subfield></datafield><datafield tag="650" ind1=" " ind2="6"><subfield code="a">Jeux vidéo</subfield><subfield code="x">Conception.</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">GAMES</subfield><subfield code="x">Board.</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">Computer games</subfield><subfield code="x">Design</subfield><subfield code="2">fast</subfield></datafield><datafield tag="776" ind1="0" ind2="8"><subfield code="i">Print version:</subfield><subfield code="a">Oehlke, Andreas.</subfield><subfield code="t">Learning Libgdx game development.</subfield><subfield code="d">Birmingham : Packt Publishing, 2013</subfield><subfield code="w">(OCoLC)861537037</subfield></datafield><datafield tag="830" ind1=" " ind2="0"><subfield code="a">Community experience distilled.</subfield><subfield code="0">http://id.loc.gov/authorities/names/no2011030603</subfield></datafield><datafield tag="856" ind1="4" ind2="0"><subfield code="l">FWS01</subfield><subfield code="p">ZDB-4-EBA</subfield><subfield code="q">FWS_PDA_EBA</subfield><subfield code="u">https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=643356</subfield><subfield code="3">Volltext</subfield></datafield><datafield tag="936" ind1=" " ind2=" "><subfield code="a">BATCHLOAD</subfield></datafield><datafield tag="938" ind1=" " ind2=" "><subfield code="a">Internet Archive</subfield><subfield code="b">INAR</subfield><subfield code="n">learninglibgdxga0000oehl</subfield></datafield><datafield tag="938" ind1=" " ind2=" "><subfield code="a">Askews and Holts Library Services</subfield><subfield code="b">ASKH</subfield><subfield code="n">AH26849556</subfield></datafield><datafield tag="938" ind1=" " ind2=" "><subfield code="a">ebrary</subfield><subfield code="b">EBRY</subfield><subfield code="n">ebr10769877</subfield></datafield><datafield tag="938" ind1=" " ind2=" "><subfield code="a">EBSCOhost</subfield><subfield code="b">EBSC</subfield><subfield code="n">643356</subfield></datafield><datafield tag="994" ind1=" " ind2=" "><subfield code="a">92</subfield><subfield code="b">GEBAY</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">ZDB-4-EBA</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-863</subfield></datafield></record></collection> |
id | ZDB-4-EBA-ocn861537037 |
illustrated | Illustrated |
indexdate | 2024-11-27T13:25:36Z |
institution | BVB |
isbn | 9781782166054 178216605X 1782166041 9781782166047 |
language | English |
oclc_num | 861537037 |
open_access_boolean | |
owner | MAIN DE-863 DE-BY-FWS |
owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource (388 pages) : illustrations (some color) |
psigel | ZDB-4-EBA |
publishDate | 2013 |
publishDateSearch | 2013 |
publishDateSort | 2013 |
publisher | Packt Publishing, |
record_format | marc |
series | Community experience distilled. |
series2 | Community experience distilled |
spelling | Oehlke, Andreas. Learning Libgdx game development : walk through a complete game development cycle with practical examples and build cross-platform games with Libgdx / Andreas Oehlke. Birmingham : Packt Publishing, 2013. 1 online resource (388 pages) : illustrations (some color) text txt rdacontent computer c rdamedia online resource cr rdacarrier text file Community experience distilled Online resource; title from PDF title page (ebrary, viewed October 9, 2013). Annotation Game development is a field of interdisciplinary skills, which also makes it a very complex topic in many respects. One decision that usually needs to be made at the beginning of a game development processis to define the kind of computer system or platform the game will be developed for. This does not pose any problems in general but as soon as the game should also be able to run on multiple platforms it will become a developers nightmare to maintain several distinct copies of the same game. This is where the libGDX multi-platform game development framework comes to the rescue!"Learning Libgdx Game Development" is a practical, hands-on guide that provides you with all the information you need to know about the libGDX framework as well as game development in general so you can start developing your own games for multiple platforms. You will gradually acquire deeper knowledge of both, libGDX and game development while you work through twelve easy-to-follow chapters."Learning Libgdx Game Development" will walk you through a complete game development cycle by creating an example game that is extended with new features over several chapters. These chapters handle specific topics such as organizing resources, managing game scenes and transitions, actors, a menu system, using an advanced physics engine and many more. The chapters are filled with screenshots and/or diagrams to facilitate comprehension."Learning Libgdx Game Development" is the book for you if you want to learn how to write your game code once and run it on a multitude of platforms using libGDX English. Intro -- Learning Libgdx Game Development -- Table of Contents -- Learning Libgdx Game Development -- Credits -- About the Author -- 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 -- Errata -- Piracy -- Questions -- 1. Introduction to Libgdx and Project Setup -- Diving into Libgdx -- Features of Libgdx 0.97 -- Graphics -- Audio -- Input Handling -- File I/O -- Math and Physics -- Utilities -- Tools -- Getting in touch with the community -- Prerequisites for installing and configuring -- Java Development Kit (JDK) -- Eclipse -- Integrated Development Environment (IDE) -- Downloading Libgdx -- Installing Android SDK -- Running Eclipse and installing plugins -- Creating a new application -- Kicking your game to life -- Key to success lies in planning -- Game project -- Canyon Bunny -- Description of the game -- Summary -- 2. Cross-platform Development -- Build Once, Deploy Anywhere -- The demo application -- how the projects work together -- Backends -- LWJGL (Lightweight Java Game Library) -- Android -- WebGL -- Modules -- The application module -- Logging -- Shutting down gracefully -- Persisting data -- Querying the Android API Level -- Querying the platform type -- Querying memory usage -- Graphics module -- Querying delta time -- Querying display size -- Querying the FPS (frames per second) counter -- Audio module -- Sound playback -- Music streaming -- Input module -- Reading the keyboard/touch/mouse input -- Reading the accelerometer -- Starting and canceling vibrator -- Catching Android soft keys -- The files module -- Getting an internal file handle. Getting an external file handle -- The network module -- HTTP GET and HTTP POST -- Client/server sockets -- Opening a URI in a web browser -- Libgdx's Application Life-Cycle and Interface -- Starter Classes -- Running the demo application on a desktop -- Running the demo application on Android -- Running the demo application in a WebGL-capable web browser -- The demo application -- time for code -- Inspecting an example code of the demo application -- The create() method -- The render() method -- The dispose() method -- Having fun with the debugger and Code Hot Swapping -- Summary -- 3. Configuring the Game -- Setting up the Canyon Bunny project -- Using a class diagram for Canyon Bunny -- Laying foundations -- Implementing Constants -- Implementing CanyonBunnyMain -- Implementing WorldController -- Implementing WorldRenderer -- Putting it all together -- Building the game loop -- Adding test sprites -- Adding game world's debug controls -- Adding CameraHelper -- Adding camera debug controls using CameraHelper -- Summary -- 4. Gathering Resources -- Setting a custom Android application icon -- Creating texture atlases -- Loading and tracking assets -- Organizing assets -- Testing assets -- Handling level data -- Summary -- 5. Making a Scene -- Creating game objects -- The rock object -- The mountains object -- The water overlay object -- The clouds object -- Implementing the level loader -- Assembling the game world -- Implementing the game GUI -- The GUI score -- The GUI extra lives -- The GUI FPS counter -- Rendering the GUI -- Summary -- 6. Adding the Actors -- Implementing the actor game objects -- Creating the gold coin object -- Creating the feather object -- Creating the bunny head object -- Updating the rock object -- Completing the level loader -- Adding the game logic -- Adding collision detection. Losing lives, game over, and fixing the camera -- Adding the game over text and the feather icon to the GUI -- Summary -- 7. Menus and Options -- Managing multiple screens -- Exploring Scene2D (UI), TableLayout, and skins -- Using Libgdx's scene graph for the menu UI -- Building the scene for the menu screen -- Adding the background layer -- Adding the objects layer -- Adding the logos layer -- Adding the controls layer -- Adding the Options window layer -- Building the Options window -- Using the game settings -- Summary -- 8. Special Effects -- Creating complex effects with particle systems -- Adding a dust particle effect to the player character -- Moving the clouds -- Smoothing with Linear interpolation (Lerp) -- Letting the rocks float on the water -- Adding parallax scrolling to the mountains in the background -- Enhancing the game screen's GUI -- Event -- player lost a life -- Event -- score increased -- Summary -- 9. Screen Transitions -- Adding the screen transition capability -- Implementing transition effects -- Knowing about interpolation algorithms -- Creating a fade transition effect -- Creating a slide transition effect -- Creating a slice transition effect -- Summary -- 10. Managing Music and Sound Effects -- Playing back music and sound effects -- Exploring the Sound interface -- Exploring the Music interface -- Accessing the audio device directly -- Exploring the AudioDevice interface -- Exploring the AudioRecorder interface -- Using sound generators -- About the sfxr generator -- About the cfxr generator -- About the bfxr generator -- Adding music and sounds to Canyon Bunny -- Summary -- 11. Advanced Programming Techniques -- Simulating physics with Box2D -- Exploring the concepts of Box2D -- Understanding rigid bodies -- Choosing body types -- Using shapes -- Using fixtures -- Simulating physics in the world -- Physics body editor. Preparing Canyon Bunny for raining carrots -- Adding the new assets -- Adding the carrot game object -- Adding the goal game object -- Extending the level -- Letting it rain carrots -- Working with shaders in Libgdx -- Creating a monochrome filter shader program -- Using the monochrome filter shader program in Canyon Bunny -- Adding alternative input controls -- Summary -- 12. Animations -- Manipulating actors through actions -- Actions for manipulating actors -- Controlling the order and time of execution -- Animating the menu screen -- Animating the gold coins and bunny head actors -- Animating the menu buttons and options window -- Using sequences of images for animations -- Packing animations using the texture packer -- Choosing between animation play modes -- Animating the game screen -- Defining and preparing new animations -- Animating the gold coin game object -- Animating the bunny head game object -- Summary -- Index. Video games Design. Jeux vidéo Conception. GAMES Board. bisacsh Computer games Design fast Print version: Oehlke, Andreas. Learning Libgdx game development. Birmingham : Packt Publishing, 2013 (OCoLC)861537037 Community experience distilled. http://id.loc.gov/authorities/names/no2011030603 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=643356 Volltext |
spellingShingle | Oehlke, Andreas Learning Libgdx game development : walk through a complete game development cycle with practical examples and build cross-platform games with Libgdx / Community experience distilled. Intro -- Learning Libgdx Game Development -- Table of Contents -- Learning Libgdx Game Development -- Credits -- About the Author -- 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 -- Errata -- Piracy -- Questions -- 1. Introduction to Libgdx and Project Setup -- Diving into Libgdx -- Features of Libgdx 0.97 -- Graphics -- Audio -- Input Handling -- File I/O -- Math and Physics -- Utilities -- Tools -- Getting in touch with the community -- Prerequisites for installing and configuring -- Java Development Kit (JDK) -- Eclipse -- Integrated Development Environment (IDE) -- Downloading Libgdx -- Installing Android SDK -- Running Eclipse and installing plugins -- Creating a new application -- Kicking your game to life -- Key to success lies in planning -- Game project -- Canyon Bunny -- Description of the game -- Summary -- 2. Cross-platform Development -- Build Once, Deploy Anywhere -- The demo application -- how the projects work together -- Backends -- LWJGL (Lightweight Java Game Library) -- Android -- WebGL -- Modules -- The application module -- Logging -- Shutting down gracefully -- Persisting data -- Querying the Android API Level -- Querying the platform type -- Querying memory usage -- Graphics module -- Querying delta time -- Querying display size -- Querying the FPS (frames per second) counter -- Audio module -- Sound playback -- Music streaming -- Input module -- Reading the keyboard/touch/mouse input -- Reading the accelerometer -- Starting and canceling vibrator -- Catching Android soft keys -- The files module -- Getting an internal file handle. Getting an external file handle -- The network module -- HTTP GET and HTTP POST -- Client/server sockets -- Opening a URI in a web browser -- Libgdx's Application Life-Cycle and Interface -- Starter Classes -- Running the demo application on a desktop -- Running the demo application on Android -- Running the demo application in a WebGL-capable web browser -- The demo application -- time for code -- Inspecting an example code of the demo application -- The create() method -- The render() method -- The dispose() method -- Having fun with the debugger and Code Hot Swapping -- Summary -- 3. Configuring the Game -- Setting up the Canyon Bunny project -- Using a class diagram for Canyon Bunny -- Laying foundations -- Implementing Constants -- Implementing CanyonBunnyMain -- Implementing WorldController -- Implementing WorldRenderer -- Putting it all together -- Building the game loop -- Adding test sprites -- Adding game world's debug controls -- Adding CameraHelper -- Adding camera debug controls using CameraHelper -- Summary -- 4. Gathering Resources -- Setting a custom Android application icon -- Creating texture atlases -- Loading and tracking assets -- Organizing assets -- Testing assets -- Handling level data -- Summary -- 5. Making a Scene -- Creating game objects -- The rock object -- The mountains object -- The water overlay object -- The clouds object -- Implementing the level loader -- Assembling the game world -- Implementing the game GUI -- The GUI score -- The GUI extra lives -- The GUI FPS counter -- Rendering the GUI -- Summary -- 6. Adding the Actors -- Implementing the actor game objects -- Creating the gold coin object -- Creating the feather object -- Creating the bunny head object -- Updating the rock object -- Completing the level loader -- Adding the game logic -- Adding collision detection. Losing lives, game over, and fixing the camera -- Adding the game over text and the feather icon to the GUI -- Summary -- 7. Menus and Options -- Managing multiple screens -- Exploring Scene2D (UI), TableLayout, and skins -- Using Libgdx's scene graph for the menu UI -- Building the scene for the menu screen -- Adding the background layer -- Adding the objects layer -- Adding the logos layer -- Adding the controls layer -- Adding the Options window layer -- Building the Options window -- Using the game settings -- Summary -- 8. Special Effects -- Creating complex effects with particle systems -- Adding a dust particle effect to the player character -- Moving the clouds -- Smoothing with Linear interpolation (Lerp) -- Letting the rocks float on the water -- Adding parallax scrolling to the mountains in the background -- Enhancing the game screen's GUI -- Event -- player lost a life -- Event -- score increased -- Summary -- 9. Screen Transitions -- Adding the screen transition capability -- Implementing transition effects -- Knowing about interpolation algorithms -- Creating a fade transition effect -- Creating a slide transition effect -- Creating a slice transition effect -- Summary -- 10. Managing Music and Sound Effects -- Playing back music and sound effects -- Exploring the Sound interface -- Exploring the Music interface -- Accessing the audio device directly -- Exploring the AudioDevice interface -- Exploring the AudioRecorder interface -- Using sound generators -- About the sfxr generator -- About the cfxr generator -- About the bfxr generator -- Adding music and sounds to Canyon Bunny -- Summary -- 11. Advanced Programming Techniques -- Simulating physics with Box2D -- Exploring the concepts of Box2D -- Understanding rigid bodies -- Choosing body types -- Using shapes -- Using fixtures -- Simulating physics in the world -- Physics body editor. Preparing Canyon Bunny for raining carrots -- Adding the new assets -- Adding the carrot game object -- Adding the goal game object -- Extending the level -- Letting it rain carrots -- Working with shaders in Libgdx -- Creating a monochrome filter shader program -- Using the monochrome filter shader program in Canyon Bunny -- Adding alternative input controls -- Summary -- 12. Animations -- Manipulating actors through actions -- Actions for manipulating actors -- Controlling the order and time of execution -- Animating the menu screen -- Animating the gold coins and bunny head actors -- Animating the menu buttons and options window -- Using sequences of images for animations -- Packing animations using the texture packer -- Choosing between animation play modes -- Animating the game screen -- Defining and preparing new animations -- Animating the gold coin game object -- Animating the bunny head game object -- Summary -- Index. Video games Design. Jeux vidéo Conception. GAMES Board. bisacsh Computer games Design fast |
title | Learning Libgdx game development : walk through a complete game development cycle with practical examples and build cross-platform games with Libgdx / |
title_auth | Learning Libgdx game development : walk through a complete game development cycle with practical examples and build cross-platform games with Libgdx / |
title_exact_search | Learning Libgdx game development : walk through a complete game development cycle with practical examples and build cross-platform games with Libgdx / |
title_full | Learning Libgdx game development : walk through a complete game development cycle with practical examples and build cross-platform games with Libgdx / Andreas Oehlke. |
title_fullStr | Learning Libgdx game development : walk through a complete game development cycle with practical examples and build cross-platform games with Libgdx / Andreas Oehlke. |
title_full_unstemmed | Learning Libgdx game development : walk through a complete game development cycle with practical examples and build cross-platform games with Libgdx / Andreas Oehlke. |
title_short | Learning Libgdx game development : |
title_sort | learning libgdx game development walk through a complete game development cycle with practical examples and build cross platform games with libgdx |
title_sub | walk through a complete game development cycle with practical examples and build cross-platform games with Libgdx / |
topic | Video games Design. Jeux vidéo Conception. GAMES Board. bisacsh Computer games Design fast |
topic_facet | Video games Design. Jeux vidéo Conception. GAMES Board. Computer games Design |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=643356 |
work_keys_str_mv | AT oehlkeandreas learninglibgdxgamedevelopmentwalkthroughacompletegamedevelopmentcyclewithpracticalexamplesandbuildcrossplatformgameswithlibgdx |