LibGDX Game Development by Example : (Record no. 99384)
[ view plain ]
000 -LEADER | |
---|---|
fixed length control field | 05491nam a22004453i 4500 |
001 - CONTROL NUMBER | |
control field | EBC3564813 |
003 - CONTROL NUMBER IDENTIFIER | |
control field | MiAaPQ |
005 - DATE AND TIME OF LATEST TRANSACTION | |
control field | 20240729125946.0 |
006 - FIXED-LENGTH DATA ELEMENTS--ADDITIONAL MATERIAL CHARACTERISTICS | |
fixed length control field | m o d | |
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION | |
fixed length control field | cr cnu|||||||| |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
fixed length control field | 240724s2015 xx o ||||0 eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 9781785288845 |
Qualifying information | (electronic bk.) |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
Canceled/invalid ISBN | 9781785281440 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (MiAaPQ)EBC3564813 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (Au-PeEL)EBL3564813 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (CaPaEBR)ebr11095100 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (CaONFJC)MIL825974 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (OCoLC)922580647 |
040 ## - CATALOGING SOURCE | |
Original cataloging agency | MiAaPQ |
Language of cataloging | eng |
Description conventions | rda |
-- | pn |
Transcribing agency | MiAaPQ |
Modifying agency | MiAaPQ |
050 #4 - LIBRARY OF CONGRESS CALL NUMBER | |
Classification number | QA76.76.C672 -- .C665 2015eb |
100 1# - MAIN ENTRY--PERSONAL NAME | |
Personal name | Cook, James. |
245 10 - TITLE STATEMENT | |
Title | LibGDX Game Development by Example : |
Remainder of title | Learn How to Create Your Very Own Game Using the LibGDX Cross-Platform Framework. |
250 ## - EDITION STATEMENT | |
Edition statement | 1st ed. |
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE | |
Place of production, publication, distribution, manufacture | Birmingham : |
Name of producer, publisher, distributor, manufacturer | Packt Publishing, Limited, |
Date of production, publication, distribution, manufacture, or copyright notice | 2015. |
264 #4 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE | |
Date of production, publication, distribution, manufacture, or copyright notice | ©2015. |
300 ## - PHYSICAL DESCRIPTION | |
Extent | 1 online resource (280 pages) |
336 ## - CONTENT TYPE | |
Content type term | text |
Content type code | txt |
Source | rdacontent |
337 ## - MEDIA TYPE | |
Media type term | computer |
Media type code | c |
Source | rdamedia |
338 ## - CARRIER TYPE | |
Carrier type term | online resource |
Carrier type code | cr |
Source | rdacarrier |
505 0# - FORMATTED CONTENTS NOTE | |
Formatted contents note | Cover -- Copyright -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: Getting to Know LibGDX -- Introducing LibGDX -- Setting up LibGDX -- Creating a project -- What is Gradle? -- Importing a project -- Summary -- Chapter 2: Let's Get These Snakes Out of This Book! -- Why Snake? -- Game update cycle -- Texture rendering -- The batch class -- The texture class -- The dispose() method -- Introducing Sammy the snake -- Giving the snake a face -- Moving Sammy the snake -- Controlling Sammy with event polling -- Adding the apple -- Increasing the length of the snake -- Summary -- Chapter 3: Making That Snake Slick -- Introducing the ShapeRenderer class -- Adding the ShapeRenderer class -- Drawing with the ShapeRenderer class -- Final thoughts on the ShapeRenderer class -- More on collisions -- Stopping the doubleback -- Colliding with the body -- The state of the game -- Adding a state -- Player feedback -- Restart your engines! -- High scores -- Handling different screen sizes -- Introducing the Viewport -- Using the Viewport -- Summary -- Chapter 4: What the Flap Is the Hype About? -- Why Flappy Bird? -- The project setup -- Setting up the GameScreen class -- Creating Flappee Bee -- Flappee Bee -- Flapping Flappee -- Flower power obstacles -- Collisions -- Scoring -- Adding textures and animations -- GUI creation with Scene2D -- The Stage class -- The Actor class -- The Start screen and disposal -- The dispose() method -- Summary -- Chapter 5: Making Your Bird More Flightworthy -- Let's load up them assets! -- Implementing the AssetManager parameter -- Loading the loading screen! -- Packing textures -- Measuring the impact -- The GDX-tools TexturePacker -- Using the texture atlas -- I need a Hiero! -- What is Hiero? -- Summary -- Chapter 6: Onto the Next Platform...Game. |
505 8# - FORMATTED CONTENTS NOTE | |
Formatted contents note | Why and what is a platformer? -- Introducing Pete the platformer -- Game reuse -- Tile maps - mapping all over the world! -- Introducing Tiled -- Creating a new map -- The LibGDX Tile Map API -- Introducing Pete -- Adding our character -- Making Pete jump! -- Adding our artwork -- Collision detection -- Adding a collectable -- Summary -- Chapter 7: Extending the Platform -- Increasing the level -- Resizing the Map -- Allowing Pete to leave the screen -- The camera sees it all -- Let's make some noise -- Sound effects -- Music -- If Pete jumps in the game, does anyone hear him? -- Summary -- Chapter 8: Why Are All the Birds Angry? -- The what, why, and how of Angry Birds -- Why? -- How? -- Setting up LibGDX with Box2D -- Code reuse -- Box2D with LibGDX -- Box2D concepts -- Creating a world! -- Nutty Birds -- Let's get tiling! -- The groundwork -- Adding objects -- Importing the tile map -- Importing the object layer -- Importing the naughty ones! -- Fire at will! -- Take Aim! Fire! -- Time for an art attack! -- Ladies and gentleman - the main event! -- Summary -- Chapter 9: Even Angrier Birds! -- The how, what, and why of object pools -- Object pools with LibGDX -- Hey, look at all these acorns! -- Pooling the acorns -- Freeing the acorns! -- Summary -- Chapter 10: Exporting Our Games to the Platforms -- Using all the platforms -- Looking closer - Android -- Launching the emulator from an IDE -- Launching the emulator from the command line -- Hang on, how does it work? -- Release the Kraken! -- Looking closer - iOS -- Looking closer - HTML -- Getting ready to launch -- Summary -- Chapter 11: Third-party Services -- How to use platform-dependent libraries -- The nice way - via Maven -- An alternative to Maven - A project/JAR file -- Keeping it cross-platform friendly -- FriendFace for Android -- A potential trap! (Android) -- Summary -- Index. |
588 ## - SOURCE OF DESCRIPTION NOTE | |
Source of description note | Description based on publisher supplied metadata and other sources. |
590 ## - LOCAL NOTE (RLIN) | |
Local note | Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | Computer games -- Design. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | Computer games -- Programming. |
655 #4 - INDEX TERM--GENRE/FORM | |
Genre/form data or focus term | Electronic books. |
776 08 - ADDITIONAL PHYSICAL FORM ENTRY | |
Relationship information | Print version: |
Main entry heading | Cook, James |
Title | LibGDX Game Development by Example |
Place, publisher, and date of publication | Birmingham : Packt Publishing, Limited,c2015 |
International Standard Book Number | 9781785281440 |
797 2# - LOCAL ADDED ENTRY--CORPORATE NAME (RLIN) | |
Corporate name or jurisdiction name as entry element | ProQuest (Firm) |
856 40 - ELECTRONIC LOCATION AND ACCESS | |
Uniform Resource Identifier | <a href="https://ebookcentral.proquest.com/lib/orpp/detail.action?docID=3564813">https://ebookcentral.proquest.com/lib/orpp/detail.action?docID=3564813</a> |
Public note | Click to View |
No items available.