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Learning Libgdx Game Development
In this chapter we have learned how to manipulate Actor objects using the Actions class. We discussed and used several complex chains of actions in Canyon Bunny's menu screen which greatly demonstrate the power and flexibility of actions. Furthermore, we now know that the Interpolation class can also be used with those actions for added effects.
Apart from that, we have covered the Animation class and used the texture packer's support for packing animation frames which makes it easier to handle in the code. In addition to this, we have learned about the different play modes provided by the Animation class. Finally, we have implemented a state machine that is able to handle all events to trigger the right bunny head animations at the right time.
A special note from the author to the reader:
Congratulations! I assume that you have just finished reading this book and I really hope you enjoyed it just as much as I did while writing. You should now feel confident enough about using the Libgdx...
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