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020 _a9781783287307
_q(electronic bk.)
020 _z9781783287291
035 _a(MiAaPQ)EBC1827596
035 _a(Au-PeEL)EBL1827596
035 _a(CaPaEBR)ebr10962336
035 _a(CaONFJC)MIL660671
035 _a(OCoLC)894790699
040 _aMiAaPQ
_beng
_erda
_epn
_cMiAaPQ
_dMiAaPQ
050 4 _aQA76.76.C672 .M384
082 0 _a793.9326696
245 1 0 _aLibgdx Cross-Platform Game Development Cookbook :
_bHarness LibGDX to Create Cross-Platform 2D Games with More Than 75 Practical Recipes Covering Everything from AI to Building LibGDX Bitmap Fonts.
250 _a1st ed.
264 1 _aBirmingham :
_bPackt Publishing, Limited,
_c2014.
264 4 _c©2014.
300 _a1 online resource (626 pages)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
505 0 _aIntro -- 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.
505 8 _aAndroid -- 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….
505 8 _aThere'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.
505 8 _aIntroducing 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.
505 8 _aUsing 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.
505 8 _aIntroduction.
588 _aDescription based on publisher supplied metadata and other sources.
590 _aElectronic 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 _aJava (Computer program language).
650 0 _aComputer games -- Programming.
655 4 _aElectronic books.
776 0 8 _iPrint version:
_a
_tLibgdx Cross-Platform Game Development Cookbook
_dBirmingham : Packt Publishing, Limited,c2014
_z9781783287291
797 2 _aProQuest (Firm)
856 4 0 _uhttps://ebookcentral.proquest.com/lib/orpp/detail.action?docID=1827596
_zClick to View
999 _c42476
_d42476