Game Development Reference
In-Depth Information
• In Transparency , enter ( 0 , 100 ) ( 100 , 0 ) for Chart
• In Options , select off for Additive and select on for Continuous
Next, click on the Save button to save the file and then place it at CanyonBunny-
android/assets/particles .
There is no official file extension for particle effects in LibGDX.
Nonetheless, it does not do any harm to make things explicit
and name files after their intended purpose. As sfx is a
well-known abbreviation for sound effect, it makes sense to
follow this scheme and adapt it to the particle effect; hence,
the ile extension used in this topic is .pfx .
There is one more preparation required before we can start to implement the dust
particle effect in Canyon Bunny. As you already know, particle effects are made out
of images and so is our dust particle effect. You might have noticed that we skipped
over that part to select a proper (another) image file for the dust particle in the editor.
This is perfectly fine as we did not start from scratch, but instead used the already
existing particle image from the default fire particle effect. Its file is called particle.
png and can be found in the assets folder of the GDX tools. You can also download
it from LibGDX's repository at https://raw.githubusercontent.com/libgdx/
libgdx/master/tests/gdx-tests-android/assets/data/particle.png .
The particle.png image basically contains just a small, white circle that smoothly
fades out from the center. The image should look like this:
Place the particle.png file in CanyonBunny-android/assets/particles/ folder.
Next, add the following two import lines to the BunnyHead class:
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.g2d.ParticleEffect;
After this, add the following new line to the same class:
public ParticleEffect dustParticles = new ParticleEffect();
 
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