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Libgdx Cross-platform Game Development Cookbook by Alberto Cejas Sánchez, David Saltares Márquez

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Chapter 2. Working with 2D Graphics

In this chapter, we will cover the following recipes:

  • Texture rendering with SpriteBatch
  • More effective rendering with regions and atlases
  • Taking advantage of Libgdx sprites
  • Rendering sprite-sheet-based animations
  • Understanding orthographic cameras
  • Using ShapeRenderer for debug graphics
  • Handling multiple screen sizes with viewports

Introduction

Games are interactive experiences that provide feedback to the player mainly through visual elements and audio cues. As a result, rendering becomes one of the most important pillars games are built upon. This chapter will take us on a journey through the basics of the Libgdx 2D graphics API.

You will learn how to efficiently render both static and animated sprites and handle the ...

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