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gdx-liquidfun-extension logo

gdx-liquidfun-extension

An extension to implement liquidfun into libgdx. Read the wiki to learn how to use this extension in your project.

You can also get some information or ask some questions in the badlogic forum.

Update by Thommil

Changes

  • Import/merge of trunk version of libgdx gdx-box2d extension (1.7.2-SNAPSHOT) and Box2D (2.3.2)
  • Build fix for IOS
  • Structure refactoring for development in libgdx source

Build

Clone project in libgdx extensions folder

cd $LIBGDX_SOURCE_ROOT/extensions
git clone https://github.com/Thommil/gdx-liquidfun.git

Edit build.xml to add gdx-liquidfun

<target name="gdx-liquidfun" depends="gdx-core">
	<path id="classpath">
		<pathelement location="${distDir}/gdx.jar"/>
		<pathelement location="${distDir}/extensions/gdx-jnigen/gdx-jnigen.jar"/>
	</path>
	<ant antfile="../../../build-template.xml" dir="extensions/gdx-liquidfun/gdx-liquidfun">
		<property name="distDir" value="${distDir}/extensions/gdx-liquidfun/"/>
		<property name="jar" value="gdx-liquidfun"/>
		<reference refid="classpath"/>
	</ant>
</target>

Native libraries can be rebuilt setting build-natives property in build.xml

<property name="build-natives" value="false"/>

Build all or directly

cd $LIBGDX_SOURCE_ROOT
ant gdx-liquidfun

Install

Based on finnstr guide here : https://github.com/finnstr/gdx-liquidfun-extension/wiki/Setup

Android

There is a missing step, core dependency must be added to Android too :

compile fileTree(dir: '../core/libs', include: '*.jar')

IOS

For IOS target, the native library libgdx-liquidfun.a must be added in robovm.xml :

<libs>
  ...
  <lib>libs/libgdx-liquidfun.a</lib>
</libs>

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An extension to implement liquidfun into libgdx.

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  • C++ 74.9%
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