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

Smoothing with Linear interpolation (Lerp)

Linear interpolation (also known as Lerp) is a method to find unknown values between two known points. The unknown values are approximated through Linear interpolation by connecting these two known points with a straight line.

Lerp operations can also be used to smooth movements. We will show this using an example in which we will smooth the camera's target-following feature so the rocks will slightly move up and down to simulate that they are actually floating on the water.

First, add the following line to the CameraHelper class:

private final float FOLLOW_SPEED = 4.0f;

After that, make the following modifications to the same class:

public void update (float deltaTime) {
  if (!hasTarget()) return;

  position.lerp(target.position, FOLLOW_SPEED * deltaTime);

  // Prevent camera from moving down too far
  position.y = Math.max(-1f, position.y);

Luckily, Libgdx already provides a lerp() method in its Vector2 class that makes it easy to execute Lerp...