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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

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.

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