Book Image

Learning Libgdx Game Development

By : Andreas Oehlke, Andreas Oehlke
Book Image

Learning Libgdx Game Development

By: Andreas Oehlke, Andreas Oehlke

Overview of this book

Game development is a field of interdisciplinary skills, which also makes it a very complex topic in many respects. One decision that usually needs to be made at the beginning of a game development processis to define the kind of computer system or platform the game will be developed for. This does not pose any problems in general but as soon as the game should also be able to run on multiple platforms it will become a developer's nightmare to maintain several distinct copies of the same game. This is where the libGDX multi-platform game development framework comes to the rescue! "Learning Libgdx Game Development" is a practical, hands-on guide that provides you with all the information you need to know about the libGDX framework as well as game development in general so you can start developing your own games for multiple platforms. You will gradually acquire deeper knowledge of both, libGDX and game development while you work through twelve easy-to-follow chapters. "Learning Libgdx Game Development" will walk you through a complete game development cycle by creating an example game that is extended with new features over several chapters. These chapters handle specific topics such as organizing resources, managing game scenes and transitions, actors, a menu system, using an advanced physics engine and many more. The chapters are filled with screenshots and/or diagrams to facilitate comprehension. "Learning Libgdx Game Development" is the book for you if you want to learn how to write your game code once and run it on a multitude of platforms using libGDX.
Table of Contents (19 chapters)
Learning Libgdx Game Development
About the Author
About the Reviewers

Animating the game screen

We are now going to animate the gold coin and bunny head game objects. However, before we can start building new animations, some preparations need to take place first, such as adding the actual image files to the project and rebuilding the texture atlas afterwards.

Copy the following files to CanyonBunny-desktop/assets-raw/images/:

  • anim_bunny_normal_XX.png (where XX is 01, 02, 03)

  • anim_bunny_copter_XX.png (where XX is 01, 02, 03, 04, 05)

  • anim_gold_coin_XX.png (where XX is 01, 02, 03, 04, 05, 06)

Now, set the rebuildAtlas variable to true and run the Canyon Bunny desktop application once to let the texture atlas be rebuilt with the newly added images for our animations.

Defining and preparing new animations

The following image depicts all the frames including their indices of the gold coin animation:

The shown frames are meant to be played back in a ping-pong loop (play mode LOOP_PINGPONG) for the final animation. We will later refer to it as animGoldCoin in the code...