Welcome to the Wiki, a place for comprehensive documentation on the LibGDX API and features. This wiki is community driven, and can be edited by anyone. The following is an ongoing series on working with the exceptional library, LibGDX. LibGDX is a cross platform Java based game development library that. Read the Docs · Log In · View Docs · libgdx · Overview Description. libgdx中文 文档. Repository. Project Slug. libgdx.
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This page is outdated. This page will be updated when the updated LibGDX version is released. Set Up Your Environment.
On both operating systems, the game looks and behaves the same way. How is this achieved? If you are not yet familiar with libGDX, this tutorial will help you start from scratch. Before we will be create our first libGDX application, we need to set up the environment with right version of libGDX.
In our application, we will be use the last version of libGDX 1. To do this, execute this command:. So we can start to develop our application. Next, configure our project. To create the common part of our app, we need to add a new Android Studio module that has a type Java Library.
Select Java Library and click Next. Set the name of our new module, package for our module, and the name of our common class. We will create a java class with name MissileCommand. Next, change the MissileCommand class. Write the following code in our MissileCommand. Use the comments in this code to help understand libtdx. Next create package for all game screens and create class MainMenuScreen for the main menu.
LibGDX Tutorial series
We created all the screens for our game. So now we should create some models such as Player, Naves and others for our game. Create a new module models and create the base class GameObject for all objects in our game. That completes the common part of our application! To develop documentarion Android part of our app, modify the build.
We need to add to dependencies on some libGDX libraries. We also need to copy native libGDX libraries to our project. Now dkcumentation can create Main class for our Android application. You can see the revised AndroidManifest. It liibgdx not hard. Finally, add images, sounds and others asset files for our game. You can download these files from here All resources were taken from this project and they are distributed under MIT license.
After you download these files archivecreate a directory named assets in your source directory tree for your Android application. Extract these downloaded files to the assets folder.
We completed our Android game. Now we can build and run the game! You can see the running app in the screen shot below. First, create a new Multi-OS Engine module. After that choose Single View Application as a template for a new module. In the next window, choose a name for new module, such as ios. Click the Finish button to create our module. After the module gets created, we can remove all layout and storyboard files from resources.
Also, remove the ui package with all classes from the source directory. Also we will remove some information for detecting main storyboard file and screen orientation from Info.
Here is the original Info. Now we will modify the Xcode project. Next, add resources to Xcode. Click the right mouse button on the Resources directory and choose add files to our project.
Next, find our resources in our project You can use resources from you android module or download from here. All resources were taken from this project and they are distributed under MIT license and add it to the Xcode project.
The result you can see below. We completed our iOS game and our application. You can see iOS game screenshot below. We can now explore how you can debug your libGDX application. To begin, set some breakpoints. For example, set two breakpoints in our common code part. First, set a breakpoint at the start of game creating function create at line 15 MissleCommand.
Set the second breakpoint in file MainMenuScreen. Now we can run our application with debugging. While debugging, use ljbgdx opportunities to debug your code such as Step Over, Step Into, Resume program. Also you can use stack trace to help debug your application. You can download resources. Multi-OS Engine Documentation 1. To do this, execute this command: Select Phone and Tablet as the form factor for our application. Do not add any activities for our Android application.
So, we created our project! After completing this, view the file tree: First, change the main build. Gdx ; import com.
Sound ; import com. FileHandle ; import com. Texture documenhation import com.
Animation ; import com. Game ; import com. SpriteBatch ; import org.
Input ; import com. ScreenAdapter ; import com.
LibGdx – Documentation and Setup
Documentatoin ; import com. OrthographicCamera ; import com. Sprite ; import com. Vector3 ; import org. MissileCommand ; import org. BitmapFont ; import com. Jucimar Jr”, ; game. Batch ; import com.
Sprite ; import org. TextureRegion ; import com. Vector2 ; import org.
TextureRegion ; import org. Assets ; import java. Bundle ; import com. AndroidApplication ; import com. AndroidApplicationConfiguration ; import org.
Next, change our build. IOSApplication ; import com.
Using LibGDX — Multi-OS Engine Documentation
IOSApplicationConfiguration ; import org. Pointer ; import org.
ObjCClassName ; import org. Selector ; import ios.