Summary
In this chapter, you learned how to manage screen transitions in a generic way by separating the implementation details of the transition effects from the actual screens that should be rendered. You learned about OpenGL's FBOs, which allow you to render multiple screens to in-memory textures (RTT). Then, with the knowledge gained on how to use FBOs, we created a screen transition system that can apply any kind of transition effect while being completely independent of the screen's contents. We used LibGDX's Interpolation
class, which comes with a pool of 13 ready-to-use interpolation algorithms. Finally, we discussed and implemented the three transition effects.
In the next chapter, you will learn how to create sound effects using several sound generators. Furthermore, we will add background music and create an audio manager using the LibGDX Audio API to easily manage music and sound effects in the game.