Book Image

Learning LibGDX Game Development

Book Image

Learning LibGDX Game Development

Overview of this book

Table of Contents (21 chapters)
Learning LibGDX Game Development Second Edition
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Chapter 12. Animations

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.

With regards to the menu screen, we will create time-based and event-based animations, including moving, scaling, and fading Actor objects via the 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 these 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.