000 05491nam a22004453i 4500
001 EBC3564813
003 MiAaPQ
005 20240729125946.0
006 m o d |
007 cr cnu||||||||
008 240724s2015 xx o ||||0 eng d
020 _a9781785288845
_q(electronic bk.)
020 _z9781785281440
035 _a(MiAaPQ)EBC3564813
035 _a(Au-PeEL)EBL3564813
035 _a(CaPaEBR)ebr11095100
035 _a(CaONFJC)MIL825974
035 _a(OCoLC)922580647
040 _aMiAaPQ
_beng
_erda
_epn
_cMiAaPQ
_dMiAaPQ
050 4 _aQA76.76.C672 -- .C665 2015eb
100 1 _aCook, James.
245 1 0 _aLibGDX Game Development by Example :
_bLearn How to Create Your Very Own Game Using the LibGDX Cross-Platform Framework.
250 _a1st ed.
264 1 _aBirmingham :
_bPackt Publishing, Limited,
_c2015.
264 4 _c©2015.
300 _a1 online resource (280 pages)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
505 0 _aCover -- 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 _aWhy 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 _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 _aComputer games -- Design.
650 0 _aComputer games -- Programming.
655 4 _aElectronic books.
776 0 8 _iPrint version:
_aCook, James
_tLibGDX Game Development by Example
_dBirmingham : Packt Publishing, Limited,c2015
_z9781785281440
797 2 _aProQuest (Firm)
856 4 0 _uhttps://ebookcentral.proquest.com/lib/orpp/detail.action?docID=3564813
_zClick to View
999 _c99384
_d99384