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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

Smoothing with linear interpolation (Lerp)

Lerp is a method to find unknown values between two known points. The unknown values are approximated through Lerp by connecting these two known points with a straight line.

Lerp operations can also be used to smoothen movements. We will show this using an example in which we will smoothen the camera's target-following feature as well as use it to make the rocks move up and down slightly to simulate them floating on the water. First, add the following line to the CameraHelper class:

private final float FOLLOW_SPEED = 4.0f;

After this, make the following modifications to the same class:

public void update (float deltaTime) {
if (!hasTarget()) return;

position.lerp(target.position, FOLLOW_SPEED * deltaTime);
  // Prevent camera from moving down too far
position.y = Math.max(-1f, position.y);
}

Luckily, LibGDX already provides a lerp() method in its Vector2 class that makes Lerp operations easy to execute. What happens here is that we call lerp(...

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