Summary
In this chapter we have used a variety of approaches for adding our special effects which let the game come more and more alive. We have learned about particle systems and how they work in Libgdx. Particle effects can be easily designed using the powerful Particle Editor, and it is recommended to use this instead of working them out in code. We have learned how a finished particle effect can be incorporated and controlled in our existing game. We have also learned how to achieve a wind effect using our simple physics simulation to animate the clouds in the game world with just a few changes. An introduction to Linear interpolation has been given and how this can be applied to create smooth movements for the game's camera and rocks that ...
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