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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

Animating the game screen

We are now going to animate the gold coin and bunny head game objects. However, before we can start building new animations, some preparations need to take place first, such as adding the actual image files to the project and rebuilding the texture atlas afterwards.

Copy the following files to CanyonBunny-desktop/assets-raw/images/:

  • anim_bunny_normal_XX.png (where XX is 01, 02, and 03)
  • anim_bunny_copter_XX.png (where XX is 01, 02, 03, 04, and 05)
  • anim_gold_coin_XX.png (where XX is 01, 02, 03, 04, 05, and 06)

Now, set the rebuildAtlas variable to true and run the Canyon Bunny desktop application once to let the texture atlas be rebuilt with the newly added images for our animations.

Defining and preparing new animations

The following screenshot depicts all the frames, including their indices of the gold coin animation:

Defining and preparing new animations

The shown frames are meant to be played back in a ping-pong loop (play mode: LOOP_PINGPONG) for the final animation. We will later refer to it as animGoldCoin...

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