Summary

In this chapter, you learned how to implement the player's character, platforms, and collectible items in conjunction with a basic yet functional physics simulation and collision detection code. Nonetheless, it should be mentioned that the physics simulation as well as the collision detection code both have their limitations. However, as long as our original requirements of the game do not change, we will be just fine.

Furthermore, we completed the level loader and discussed how jumps for our player's character work. Two conditions to lose extra lives and reaching game over were added. The camera's position has been constrained in a way that it will never follow the player's character below the height of the water. Finally, we added a ...

Get Learning LibGDX Game Development - Second Edition now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.