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Mastering LibGDX Game Development

You're reading from   Mastering LibGDX Game Development Leverage the power of LibGDX to create a fully functional, customizable RPG game for your own commercial title

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Product type Paperback
Published in Nov 2015
Publisher
ISBN-13 9781785289361
Length 420 pages
Edition 1st Edition
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Author (1):
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Patrick Hoey Patrick Hoey
Author Profile Icon Patrick Hoey
Patrick Hoey
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Table of Contents (12) Chapters Close

Preface 1. As the Prophecy Foretold, a Hero is Born 2. Welcome to the Land of BludBourne FREE CHAPTER 3. It's Pretty Lonely in BludBourne… 4. Where Do I Put My Stuff? 5. Time to Breathe Some Life into This Town 6. So Many Quests, So Little Time… 7. Time to Show These Monsters Who's the Boss 8. Oh, No! Looks Like Drama! 9. Time to Set the Mood 10. Prophecy Fulfilled, Our Hero Awaits the Next Adventure Index

Camera shake


The next effect deals with making the blows dealt and received in the game more impactful. Sound effects definitely help, but some visual cues also can really add to this effect. The ShakeCamera class will generate random coordinates based on a starting position. At the beginning of a shake cycle, these positional changes will be significant, but over time, these positional changes will get smaller until we reach some defined threshold. These positional changes give the illusion that the target is shaking on the screen.

The following class diagram (Figure 2) shows where the ShakeCamera class is primarily used:

Figure 2

In BludBourne, the ShakeCamera class is used in two areas. The first area in which the ShakeCamera class is used is in the PlayerHUD class, when the player has sustained damage from an enemy during battle. The UI will shake for a specified amount of time, signaling to the player that they have been hit. The second area in which the ShakeCamera class is used is in...

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