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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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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

Using sequences of images for animations

Up until now, all the animations we have created are based on changing attributes, such as the position, color value, and size, of still images. Therefore, our next enhancement is targeted toward the game objects that inhabit the game world of Canyon Bunny. We want to breathe life into the gold coin and bunny head game objects by creating several animations that are built from sequences of individual images. The resulting effect is very similar in comparison to an ordinary flip book where multiple images are perceived as a continuous animation when shown in rapid succession.

LibGDX provides a class called Animation that helps us define image sequences and also helps us to pick the right (key) frame from a sequence at a specific time which, for example, depends on the desired frame rate for playback. There is some clever mathematics and state-keeping involved for finding the right frame in an efficient way. Luckily, the Animation class saves us from...

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