By LEE STEMKOSKI
- How to take advantage of the LibGDX framework to create a number of second arcade online game case studies
- How to collect your video game to run on a number of structures, corresponding to iOS, Android, home windows, and MacOS
- How to include various keep watch over schemes, equivalent to touchscreen, gamepad, and keyboard
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Additional resources for Beginning Java Game Development with LibGDX
For example, the Stage class implements the InputProcessor interface; this is particularly helpful for a Stage that contains user interface elements, because it enables button-like objects to activate methods when they are clicked. At the same time, you are planning for the BaseScreen class to also implement the InputProcessor interface so that it can handle discrete input as described earlier. Should the Stage class or the BaseScreen class be in charge of responding to input events? In practice, you want both objects to have the opportunity to do so.
Even though the coordinates of the cheese texture will not be changing, you store them by using variables anyway so that future code involving these values is more readable. The floorTexture and winMessage objects do not require variables to store their coordinates, as their positions will not be changing, and their positions will be specified in the render method (discussed later in this section). The render method contains three main blocks of code that roughly correspond to the game loop substages: process input, update, and render.
The Actor Class As mentioned previously, LibGDX provides multiple approaches to managing the information associated with game entities. With the core functionality provided by the Sprite class and the ability to extend this class as needed, at first thought it may be unclear how a second approach would be useful. Furthermore, checking the source code for the LibGDX Actor class, it may seem to be a poor substitute for the Sprite 23 Chapter 2 ■ The LibGDX Framework class, as it doesn’t provide prebuilt functionality involving the Texture or Rectangle class.
Beginning Java Game Development with LibGDX by LEE STEMKOSKI