In this post, we will cover how to make a 2d Animation for a sprite. Just make sure to grab all the necessary equipment like that animation tablet with screen. Firstly we will need different sprites which would constitute the animation. Lets take for example we have 3 images Animation1.png, Animation2.png and Animation3.png. First we…
Author: Rahul Srivastava
Handling Back Key in Libgdx
This would be a really quick post for handling the back key in android. Back key, if not handled, would mostly exit the application which is its intended purpose but sometimes there is need to give the user a warning popup or maybe goto another screen in the same activity. To achieve this in Libgdx is…
Game Development in Android using Libgdx Part X
In this tutorial, we will be updating the different game states depending on time/enemy collision/star collections. For the best games you can find, you can try sites such as 벳엔드 후기. We will edit the LevelManager class to handle changes. LevelManager.java public class LevelManager{ //……….. public Boolean IsPaused; …
Game Development in Android using Libgdx Part IX
In this tutorial we will handle collisions. Before that we will add one more object type to our game and that is the boundary. As the boundaries in the game Polar were perpendicular to the axes so the collision check is quite easy. public class LineObject extends BaseObject{ public static final…
Game Development in Android using Libgdx Part VIII
In this tutorial we show how to move the protagonist by tapping near it. We will make a class which would will handle the gravitational force applied to the protagonist on tapping the screen. For the lack of a better name we will call it ObjectPull. It would have a location property like other objects on…
Game Development in Android using Libgdx Part VII
In this tutorial, we will start building the class for the protagonist. The protagonist went through many name changes in our game but for the purpose of this tutorial it would be called Hero. Its shape would be circular so from the physics perspective we will make a class to handle circular objects collisions with…
Game Development in Android using Libgdx Part VI
In this tutorial we will look at one part of initialization which would be to load a level from a text file. We will be taking our game Polar as the reference so we would be loading specific data needed for defining levels from a text file. We did not build a level editor because…
Game Development in Android using Libgdx Part V
This would be a small tutorial regarding the basic structure of the Gameplay screen. We would start by creating the Gameplay class which would extend the abstract class Screen which we made in Part I of this series. The structure would be similar to the MainMenu class. public Gameplay(int backScreenid,OrthographicCamera cam,TapResponse tapresponse,int levelNumber){ BackScreenID=backScreenid; …
Game Development in Android using Libgdx Part IV
In this tutorial we would be creating two classes. One, the Game class which would be instantiated by Libgdx android/desktop projects and a MainMenu class. Game class would handle the different game screens present. Game: Before game class we would add some values in Assets class and make one more global settings class for screen….
Game Development in Android using Libgdx Part III
In this tutorial we would finish the Menu Screen and look at the Camera and TapResponse class . Camera Making a wrapper for camera can help in lots of situations and decreases a lot of work later on. It can be used to easily incorporate different effects like rotation, scaling and translation(useful for platformer games)…