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Learning LibGDX Game Development- Second Edition

Learning LibGDX Game Development- Second Edition

By : Suryakumar B Nair, Andreas Oehlke
3.5 (11)
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Learning LibGDX Game Development- Second Edition

Learning LibGDX Game Development- Second Edition

3.5 (11)
By: Suryakumar B Nair, Andreas Oehlke

Overview of this book

This book is aimed at indie and existing game developers as well as those who want to get started with game development using LibGDX. Basic knowledge of Java programming and game development is required.
Table of Contents (16 chapters)
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15
Index

Putting it all together


We will now begin to fill in the stub methods with some life. The game loop is a good starting point; it is our driving engine that keeps the game world updated and rendered in a continuous way. After this, we will add some sprites and verify that the updating and rendering mechanism is working fine. In order to manipulate the world and game objects, controls are added to receive and react on user input. Finally, the CameraHelper class will be implemented to allow us to move around freely in the game world and to select a game object of our choice that the camera is supposed to follow.

Note

The additions and modifications in code listings will be highlighted.

Building the game loop

The game loop will reside in the CanyonBunnyMain class' render() method. Before we can add the new code, we have to import the following packages to gain access to some classes that we are going to use:

import com.badlogic.gdx.Application;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx...

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