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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

Enhancing the game screen's GUI

The last part of this chapter is dedicated to two enhancements of the game screen's GUI. Firstly, we will add a small animation that gives visual feedback to the player when a life is lost. Secondly, a counting-up animation for the player's score will be implemented.

Event – player lost a life

We want to play a small animation in the event when the player has just lost a life. The extra lives are shown as bunny heads in the top-right corner of the game screen. These icons become dark one after another as soon as another life has been lost. The animation we are aiming for is a temporary bunny head icon on top of the just lost extra life. The temporary icon is going to be scaled up, rotated, and will have a slightly red tint.

The following screenshot is an example of the animation:

Event – player lost a life

Add the following line to the WorldController class:

public float livesVisual;

After this, make the following changes to the same class:

private void init () {
Gdx...
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