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Table Of Contents
Learning Libgdx Game Development
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.
In regard to the menu screen, we will create time-based and event-based animations including moving, scaling, and fading Actor objects via 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 those 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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