目錄(81章)
倒序
- coverpage
- LibGDX Game Development By Example
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Support files eBooks discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Chapter 1. Getting to Know LibGDX
- Introducing LibGDX
- Setting up LibGDX
- Creating a project
- Importing a project
- Summary
- Chapter 2. Let's Get These Snakes Out of This Book!
- Why Snake?
- Game update cycle
- Introducing Sammy the snake
- Moving Sammy the snake
- Adding the apple
- Increasing the length of the snake
- Summary
- Chapter 3. Making That Snake Slick
- Introducing the ShapeRenderer class
- More on collisions
- The state of the game
- High scores
- Handling different screen sizes
- Summary
- Chapter 4. What the Flap Is the Hype About?
- Why Flappy Bird?
- The project setup
- Creating Flappee Bee
- Collisions
- Adding textures and animations
- GUI creation with Scene2D
- The Start screen and disposal
- Summary
- Chapter 5. Making Your Bird More Flightworthy
- Let's load up them assets!
- Packing textures
- I need a Hiero!
- Summary
- Chapter 6. Onto the Next Platform...Game
- Why and what is a platformer?
- Game reuse
- Tile maps – mapping all over the world!
- Introducing Pete
- Collision detection
- Adding a collectable
- Summary
- Chapter 7. Extending the Platform
- Increasing the level
- Let's make some noise
- Summary
- Chapter 8. Why Are All the Birds Angry?
- The what why and how of Angry Birds
- Setting up LibGDX with Box2D
- Nutty Birds
- Summary
- Chapter 9. Even Angrier Birds!
- The how what and why of object pools
- Hey look at all these acorns!
- Summary
- Chapter 10. Exporting Our Games to the Platforms
- Using all the platforms
- Looking closer – Android
- Looking closer – iOS
- Looking closer – HTML
- Summary
- Chapter 11. Third-party Services
- How to use platform-dependent libraries
- Keeping it cross-platform friendly
- Summary
- Index 更新時間:2021-07-16 20:36:10
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