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.
In regard to the menu screen, we will create time-based and event-based animations including moving, scaling, and fading Actor
objects via 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 those 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 ...
Get Learning Libgdx Game Development now with the O’Reilly learning platform.
O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.