
Chapter 3. Configuring the Game
In this chapter, we will build the game Canyon Bunny, which was discussed earlier in Chapter 1, Introduction to LibGDX and Project Setup.
In this chapter, we will:
- Create the Canyon Bunny project using the
gdx-setup-ui
tool - Learn about the game's architecture
- Test your basic code
A Unified Modeling Language (UML) class diagram will give you the necessary overview of all the new classes that need to be implemented. UML will be explained later in this chapter. When looking from a software engineer's perspective, the architecture and the implementation code shown in this book does not always follow the best design decisions on purpose to keep the examples discussed simple and easy to understand wherever possible. Keep in mind that the primary objective of this book is to teach you how to work with and manage the vast complexity of creating games 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 so that you don't get lost in all these code listings and their corresponding explanations.
By 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.