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Learning LibGDX Game Development- Second Edition

You're reading from   Learning LibGDX Game Development- Second Edition Wield the power of the LibGDX framework to create a cross-platform game

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Product type Paperback
Published in Jan 2015
Publisher Packt
ISBN-13 9781783554775
Length 478 pages
Edition 1st Edition
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Authors (2):
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Suryakumar B Nair Suryakumar B Nair
Author Profile Icon Suryakumar B Nair
Suryakumar B Nair
Andreas Oehlke Andreas Oehlke
Author Profile Icon Andreas Oehlke
Andreas Oehlke
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Toc

Table of Contents (16) Chapters Close

Preface 1. Introduction to LibGDX and Project Setup FREE CHAPTER 2. Cross-platform Development – Build Once, Deploy Anywhere 3. Configuring the Game 4. Gathering Resources 5. Making a Scene 6. Adding the Actors 7. Menus and Options 8. Special Effects 9. Screen Transitions 10. Managing the Music and Sound Effects 11. Advanced Programming Techniques 12. Animations 13. Basic 3D Programming 14. Bullet Physics Index

Adding the screen transition capability

We need to use an interface that all our screen transitions will implement. This will allow us to easily add new transition effects later on a modular basis.

Create a new file for the ScreenTransition interface and add the following code:

package com.packtpub.libgdx.canyonbunny.screens.transitions;

import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;

public interface ScreenTransition {
  public float getDuration ();
  public void render (SpriteBatch batch, Texture currScreen,Texture nextScreen, float alpha);
}

The preceding interface allows us to query the duration of a transition effect and enables us to let it render its effect using two supplied textures that contain the images of the current and the next screens. In addition to this, the alpha value is used to describe the current state of progress of the transition effect that is to be rendered. Using an alpha value of 0.0, for example, will render the effect...

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