Learning Libgdx Game Development
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Chapter 3. Configuring the Game

In this chapter you will begin to build the game called Canyon Bunny that has been discussed earlier in Chapter 1, Introduction to Libgdx and Project Setup. As with any new application, the first step is to create the appropriate project setup. After that, you will learn about the game's architecture that has been chosen for this book.

A UML class diagram will give you the necessary overview of all the new classes that need to be implemented. UML is going to be explained later in this chapter. When looking from a software engineer's perspective, the architecture and the shown implementation code in this book does not always follow the best design decisions on purpose to keep the discussed examples simple and easy to understand where possible. Keep in mind that the primary objective of this book is to teach you how to work with and manage the vast complexity that creating games involve by using Libgdx. The following parts are going to be very code oriented, so be sure to make use of the class diagram as a point of orientation to not get lost in all these code listings and their corresponding explanations.

In the end, you will have created and tested the base code that serves as the foundation for all the subsequent chapters in which more game features will be added successively.