
Download the Java JDK 8 for your platform and install it. Download Android Studio from the official Android developer site and install it.
Learn how to declare and use variables in Java for LibGDX games, including float, double, integer, string, and boolean, with naming, assignment, and comments to document code.
Master basic arithmetic with integers and floats, perform addition, subtraction, multiplication, and division, and print results with string concatenation, while using shortcuts like += and ++ in code.
See how a class is a blueprint for creating objects, with variables like health, power, and name, and methods that operate on them. Use constructors to initialize players.
Learn how inheritance creates a base class for common properties like health, power, and name; extend it to warrior and override methods with super, getters, and setters.
Define a public interface actions with move and attack, implement it in warrior and archer classes, and provide class-specific behavior while printing actions to the console.
Download libgdx and create your first project by configuring the Android SDK, setting the project name and package, and generating a desktop launcher to run in Android Studio.
Learn to implement a physics system in a LibGDX game by creating a world and a dynamic body with a box shape and fixture, tied to the player's position.
Utilizes a private orthographic main camera and a stretched game viewport to render three backgrounds, then moves the camera downward with delta time to demonstrate an infinite background effect.
Create a cloud controller using physics world to create, position, and manage clouds; it builds a cloud array with two dark and six regular clouds, then shuffles for random spawn.
Position and draw clouds using a cloud controller, placing them with a fixed distance and rendering with a sprite batch, while shuffling to avoid the first cloud being dark.
This lecture explains how to randomize cloud x positions in LibGDX by defining minX and maxX, using a randomBetweenNumbers helper, and a controlX toggle to place clouds left and right.
Manage cloud spawning in a LibGDX game by creating and arranging clouds as the camera moves, disposing out-of-bounds textures, and tracking the last cloud position for consistent spacing.
Animate the player using a texture atlas and a walking and idle animation, driven by delta time and an isWalking flag, with frame flipping to face left or right.
Create a LibGDX high score menu with a stage and viewport, back button, score and coin labels, and a custom font, wiring input and resize handling for proper display.
Create an interactive LibGDX options menu by building buttons (easy, medium, hard, back) with a stage and viewport, wiring listeners to move a check sign and change screens.
Create a collectible class extending Sprite to spawn and collect items. Implement a static physics body with a polygon box shape, fixture, and position setup to distinguish coins and lives.
Implement collision detection in a LibGDX Java game using category and mask bits, a contact listener, and sensor collectibles so the player can pass through while collecting coins and lives.
Spawn collectible items randomly on non-dark clouds after the first cloud arrangement, choosing life or coin via random 0–1. Ensure items spawn only after clouds exist and adjust camera projection.
Remove off screen collectibles by iterating through the collectibles array, checking each y position against the camera, disposing textures, and removing off screen items to manage memory and gameplay flow.
Implement background music in a LibGDX game with a singleton game manager: initialize, play, stop, and persist music across scenes. Use short sounds for coins and lives for quick effects.
Set up a new LibGDX project for a Flappy Bird game, configure package and main class, and import and organize assets into backgrounds, blue/green/red birds, buttons, fonts, sounds, and pipes.
Configure the desktop launcher with assets, create a Helpers game info class with width 480, height 800, pixels per meter, and apply these values to the desktop config.
Move backgrounds with a delta-time update, loop through each background sprite, and reposition them after the third to create an infinite background effect in LibGDX.
create retry and quit image buttons when the bird dies, set their positions, attach listeners, and add them to the stage; configure input processing for restart or main menu.
Create a main menu with a night background, stage-based user interface buttons, and a responsive viewport, linking play and score buttons to start gameplay.
Implement a singleton game manager to store a birds array (blue, green, red) and an index, and use a change bird button to increment index and load the bird texture.
Animate birds by packing blue, green, and red images into atlases with texture packer, then import the atlases into the LibGDX project for sprite animation.
Load a bird texture atlas, create a seven frames per second animation, and drive it with elapsed time to render idle or alive birds based on the alive state.
*** This Is The Only LibGDX Course That Teaches How To Make Complete Games From Scratch On Udemy!!! ***
The course is completely project based, and we are going to create full featured games from scratch using LibGDX framework.
We will start with simple things so you will be comfortable if you are using LibGdx for the first time.
You will also benefit from my super fast response if you have any issue that you are stuck with(I check Udemy forums every day if someone posts a question). Oh and all the students taking the course will also be there to help you!
All project files will be included and you are free to use them for anything that you like, personal or commercial use!
Lets take a look at the games that we are going to create inside of this course:
We are going to start with a simple game that I call Jack The Giant. In this game we are going to help Jack climb down the beanstalk, along the way we can jump on white clouds but we need to avoid dark clouds. Besides of creating our gameplay we are going to create menus, implement background music, and much much more.
The next game that we are going to create is Flappy Bird, and I know what you are thinking oh not another Flappy Bird clone, but this is not a regular Flappy Bird clone, oh no, I've added a lot of features that you can't find in any other flappy bird clone such as selecting a bird(choose between different flappy birds), and many other features that you will see inside of the course.
Using what you obtain in this course, you will be equipped with more than enough knowledge in order to continue improving yourself in the field of game development, using LibGDX or any other game engine.
If You ever had an idea for an awesome game, then enroll in this course and learn the tools that you need to develop Your next hit game!!!
What Is Your Risk By Taking This Course?
Nothing!! If you are not satisfied with the course, I promise I will give you a full refund of your money NO questions asked!!
Enroll Now!! You Will Not Be Disappointed!!