Summary
In this chapter, we used a variety of approaches to add our special effects, which let the game become more and more alive. You 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. You learned how a finished particle effect can be incorporated and controlled in our existing game. You 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 Lerp was provided and how it can be applied to create smooth movements for the game's camera and rocks that now appear to float on the water. Also, ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Read now
Unlock full access