Libgdx Cross-Platform Game Development Cookbook : Harness LibGDX to Create Cross-Platform 2D Games with More Than 75 Practical Recipes Covering Everything from AI to Building LibGDX Bitmap Fonts.
Material type:
- text
- computer
- online resource
- 9781783287307
- 793.9326696
- QA76.76.C672 .M384
Intro -- 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 -- 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 -- 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.
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Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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