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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

Chapter 12. Animations

In this chapter, you will learn how to create and manage different kinds of animations using LibGDX's Actions and Animation classes. We will exemplify their usage by animating certain parts of the menu and game screen.

With regards to the menu screen, we will create time-based and event-based animations, including moving, scaling, and fading Actor objects via the so-called actions of the Actions class. Additionally, interpolation algorithms provided by LibGDX's Interpolation class will be used for added effects and for the smoothing of these animations.

The game screen, in a sense, is already animated according to the game logic, which takes care of coordinating the movement of every game object. However, each game object is rendered using a still image. In terms of animations, this is equivalent to a one-frame animation. With the help of the Animation class, we will define several sequences of individual frames to form animations for our game objects...

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