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Java game development with LibGDX : from beginner to professional /

Learn to design and create video games using the Java programming language and the LibGDX software library. Working through the examples in this book, you will create 12 game prototypes in a variety of popular genres, from collection-based and shoot-em-up arcade games to side-scrolling platformers a...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Stemkoski, Lee (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: [Berkeley, CA] : Apress, [2018]
Edición:Second edition.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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505 0 |a Intro; Contents; About the Author; About the Technical Reviewer; Acknowledgments; Introduction; Part I: Fundamental Concepts; Chapter 1: Getting Started with Java and LibGDX; Choosing a Development Environment; Setting Up BlueJ; Downloading and Installing; Using BlueJ; Setting Up LibGDX; Creating a â#x80;#x9C;Hello, World!â#x80;#x9D; Program with LibGDX; Advantages to Using LibGDX; Summary; Chapter 2: The LibGDX Framework; The Life Cycle of a Video Game; Game Project: Starfish Collector; Managing Game Entities with Actors and Stages; Reorganizing the Game Flow; Summary and Next Steps. 
505 8 |a Chapter 3: Extending the FrameworkAnimation; Value-Based Animations; Image-Based Animations; Physics and Movement; Velocity; Acceleration; Movement; Collision Polygons; Polygons Versus Rectangles; Detecting Collisions; Simulating Solid Objects; Managing Collections of Actors; World Boundaries; Multiple Screens; Summary and Next Steps; Chapter 4: Shoot-em-up games; Game Project: Space Rocks; Discrete Input; Spaceship Setup; Lasers, Rocks, and Explosions; Endgame Conditions; Summary and Next Steps; Chapter 5: Text and User Interfaces; Displaying Text; Bitmap Fonts. 
505 8 |a Using Hiero: A Bitmap Font EditorUsing the FreeType Font Generator; Labels; Buttons; Image-Based Buttons; Text-Based Buttons; Organizing Layouts with Tables; Signs and Dialog Boxes; Creating Cutscenes; Game Project: Visual Novels; Summary and Next Steps; Chapter 6: Audio; Sounds and Music; Game Project: Rhythm Tapper; Working with Files; Browsing for Files; Recording Song Data; The Game Application; Synchronizing Game Objects and Audio; Adding Interactivity and Creating the User Interface; Finishing Touches; Summary and Next Steps; Part II: Intermediate Examples. 
505 8 |a Chapter 7: Side-Scrolling GamesGame Project: Plane Dodger; Infinite Scrolling; The Player Plane and Simulating Gravity; Collectibles and Obstacles; Stars; The Enemy Planes; Finishing Touches; Summary and Next Steps; Chapter 8: Bouncing and Collision Games; Game Project: Rectangle Destroyer; Creating the Game Objects; Paddle; Walls; Bricks; Ball; Bouncing Around; User Interface; Items; Sounds and Music; Summary and Next Steps; Chapter 9: Drag-and-Drop Games; Drag-and-Drop Functionality; Game Project: Jigsaw Puzzle; Game Project: 52 Card Pickup; Summary and Next Steps; Chapter 10: Tilemaps. 
505 8 |a Revisiting the Starfish Collector GameCreating the Tilemap; Creating the TilemapActor Class; Project Integration; Rectangle Destroyer Revisited; Creating the Tilemap; Project Integration; Summary and Next Steps; Chapter 11: Platform Games; Game Project: Jumping Jack; Starting the Level; Platform Character Setup; Game-World Objects; User Interface; The Goal: Reach the Flag; Coins; Time and Timers; Springboards; Platforms; Keys and Locks; Summary and Next Steps; Chapter 12: Adventure Games; Game Project: Treasure Quest; Level Setup; The Hero; The Sword; Bushes and Rocks; User Interface; Enemies. 
520 |a Learn to design and create video games using the Java programming language and the LibGDX software library. Working through the examples in this book, you will create 12 game prototypes in a variety of popular genres, from collection-based and shoot-em-up arcade games to side-scrolling platformers and sword-fighting adventure games. With the flexibility provided by LibGDX, specialized genres such as card games, rhythm games, and visual novels are also covered in this book. Major updates in this edition include chapters covering advanced topics such as alternative sources of user input, procedural content generation, and advanced graphics. Appendices containing examples for game design documentation and a complete JavaDoc style listing of the extension classes developed in the book have also been added. What You Will Learn: Create 12 complete video game projects Advanced Java programming concepts, includ ing data structures, encapsulation, inheritance, and algorithms, in the context of game development Gain practical experience with game design topics, including user interface design, gameplay balancing, and randomized content How to integrate third-party components into projects, such as particle effects, tilemaps, and gamepad controllers. 
504 |a Includes bibliographical references and index. 
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