Game Development Reference
In-Depth Information
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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