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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

Manipulating actors through actions

The Actions class offers a large collection of common actions to easily manipulate the Actor objects. Besides action-specific parameters such as the position for a move action, some actions also allow you to specify the duration as well as the interpolation algorithm to be used. An action will always complete in an instant if the duration is either omitted or set to 0. Interpolation algorithms are provided by LibGDX's Interpolation class.

Note

For a quick overview of the available interpolation algorithms in LibGDX, check out Chapter 9, Screen Transitions.

The following example illustrates the typical method signatures of two actions:

moveTo (x, y);
moveTo (x, y, duration);
moveTo (x, y, duration, interpolation);

rotateTo (rotation);
rotateTo (rotation, duration);
rotateTo (rotation, duration, interpolation);

Both the moveTo() and rotateTo() actions have their action-specific parameters x, y, and rotation, respectively, which is the absolute minimum...

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