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Learning LibGDX Game Development- Second Edition

Learning LibGDX Game Development- Second Edition

By : Suryakumar B Nair, Andreas Oehlke
3.5 (11)
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Learning LibGDX Game Development- Second Edition

Learning LibGDX Game Development- Second Edition

3.5 (11)
By: Suryakumar B Nair, Andreas Oehlke

Overview of this book

This book is aimed at indie and existing game developers as well as those who want to get started with game development using LibGDX. Basic knowledge of Java programming and game development is required.
Table of Contents (16 chapters)
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15
Index

Summary

In this chapter, you learned how to manipulate the 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 these actions for added effects.

Apart from this, we have covered the Animation class and used the support of TexturePacker 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.

In the next chapter, you will learn about the latest LibGDX 3D API, where you will create basic models as well as import models exported from 3D animation software.

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