In this chapter we have 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. We have learned about OpenGL's FBOs, which allow us 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 have used Libgdx's
Interpolation class, which comes with a pool of 13 ready-to-use interpolation algorithms. Finally, we have discussed and implemented the three transition effects.
In the next chapter, we 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.