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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

Moving the clouds

Our next enhancement will be to make clouds, which are just sitting in the air and move to the left. The idea here is to simulate some kind of wind property in the game world, while each cloud will also move at slightly different speeds to make their movement look more natural. In addition to this, there needs to be a condition to let more clouds appear at the right end of the level. Otherwise, the game will run out of clouds at some point. We could just take the easy route here and spawn a huge number, say 1000 clouds, but this is not very clever performance-wise, and this also does not tackle our original problem, that is, the game will run out of clouds at some point. So, a better approach to solve our problem is to keep the maximum number of existing cloud objects to a minimum.

Make the following changes to the Clouds class:

private Cloud spawnCloud () {
  Cloud cloud = new Cloud();
cloud.dimension.set(dimension);
  // select random cloud image
cloud.setRegion(regClouds...
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