hole in one, demo android/dekstop scala game using libgdx

I’ve produced this very simple game

source code available here https://github.com/bernardjason/holeinone

I’ve pulled together some code I had to show how to put together something using libgdx and scala that can run on either desktop or android platform. I’ve not tried it with a Mac. This wont work with HTML flavour libgdx as it’s scala.

The game uses the arrow keys, mouse or screen press to move the gun. Press and hold the spacebar, mouse button or screen then release to fire a missile at the bouncing ball.

The intention of this code is something to pick the bones out of or use as a start for something else.

Things of note
file local.properties contains the location of the android sdk. So this needs to be changed to where you’ve installed it.

core/build.gradle has been changed to build scala source

class FlatTerrain extends class BaseTerrain. This class supports an uneven terrain as well as the simple flat terrain shown in the game.

class bernardcjason.gdx.basic.shape.Cuboid shows mapping parts of a texture to a cube. This is a change to the usual mapping of a texture shape which is

to a linear


For collision detection I’ve not used Bullet physics but rather sphere collision bernardcjason.gdx.basic.shape.CollideSphere.

Start using Scala

Go to core project and the desktop project, right click and select Configure, then add Scala nature

You should now have in the build path

“Scala Library Container”

Screenshot-Scala - Scala IDE

you need a Scala nature on both projects for adding Scala code to the core as well as running the program via desktop project. That said all logic should sit in core project if you are to run the final app on android and desktop.

find the SimpleGame.java class in the core project and delete it.

Create a new SimpleGame.scala class instead in the same package, with the following code


package bernardcjason.libgdx
import com.badlogic.gdx.graphics.GL20
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.ApplicationAdapter
import com.badlogic.gdx.graphics.g2d.BitmapFont
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.graphics.Colorclass SimpleGame extends ApplicationAdapter {
    lazy val batch = new SpriteBatch()
    lazy val font = new BitmapFont()
    override def create() {
    override def render () {
        Gdx.gl.glClearColor(1, 1, 1, 1);
        font.draw(batch, "Hello world", Gdx.graphics.getWidth()/2, Gdx.graphics.getHeight()/2);


to enable scala when building from command line add

cat core/build.gradle
apply plugin: “scala”
compile “org.scala-lang:scala-library:2.11.6”

cat gradle.properties
org.gradle.jvmargs=-Xms128m -Xmx512m

./gradlew clean desktop:run

./gradlew clean android:installDebug android:run

See https://github.com/libgdx/libgdx/wiki/Gradle-on-the-Commandline#running-the-desktop-project

Get going with libgdx

First get the setup application, libGDX uses Gradle rather than download the entire library


java -jar ~/Downloads/gdx-setup.jar

Screenshot-LibGDX Project Generator

decide on package and game names. Also decide if you want ios and html version. I’ve never tried anything apart from hello world with html and I don;t have access to a mac to have tried ios. I always select desktop for testing my app and android as the end goal.

You may need to update android build tools if message


is displayed. If so run the tool within android sdk directory

tools/android update sdk

If like me you like using an IDE, select advanced settings to generate eclipse project files, so that you can import into eclipse later on

Screenshot-Advanced Settings

Once the code is generated by gdx-setup you can then go to eclipse and import the projects. The tool has created the .project, .classpath and .settings for you.

go to eclipse menu, select File then Import.



Make sure you import core project and desktop project into eclipse.